Often times server-side code requires a number of configuration parameters that can be easily tweaked without recompiling and re-deploying the Extension. In this article we will show a useful and little known feature of SFS2X’s Extensions. Continue reading
Category Archives: Articles
SmartFoxServer in the cloud with Jelastic
Recently we have announced a new partnership with cloud provider Jelastic to offer efficient and scalable cloud hosting for SmartFoxServer at very affordable prices.
In this article we’re going to explore the advantages of combining the two services, especially the ease of fine tuning the expenditure, which can be paramount for startups and independent game developers.
The power of MatchExpressions
In this new article we are going to a take a closer look at a simple concept, that of MatchExpressions within the SmartFoxServer SDK, and discuss why they are useful and how they can simplify our life when developing multiplayer games. Continue reading
Tips for a successful SmartFoxServer deployment
In this new installment we’re going to take a look at a list of tips to improve and optimize a SmartFoxServer 2X deployment.
The list is organized in several categories starting at the higher level of your application and proceeding towards the lower level setting of the server. Completing this process will help make a more secure and efficient deployment of your game server. Continue reading
Integrate a website login with SmartFoxServer
In this article we are going to explore the integration between a website’s login and SmartFoxServer’s login system, to avoid asking the player his/her credentials twice.
The scenario we’re working with is the following:
- the player opens the game’s home page and logs in
- after some browsing he hits “Play”, the game loads and the user is presented with another login screen to access SmartFoxServer
The objective of the article is to hide this last step, integrating the website’s session with SmartFoxServer, without sacrificing the security aspects. Continue reading
Top 10 common pitfalls to avoid like the plague
This time we’re going to take a look at the top common errors and pitfalls that can be easily avoided when developing and deploying a multiplayer game with SmartFoxServer 2X. The list is compiled from a selection of topics that are quite popular in our support forums.
Knowing about these common pitfalls can possibly save you a significant amount of time and head scratching. Let’s see what they are.
Running SmartFoxServer 2X with Java 8
Java 8 has been out for year now and it’s probably the most “radical” release of Java ever. With the new functional/lambda additions it feels almost like a new language.
SmartFoxServer 2.10 fully supports Java 8 but since it comes as a patch it still relies on the previous runtime (Java 7) coming with SFS 2.9
If you’re interested in taking advantage of the new Java 8 features for your server Extension code you can follow these simple steps:
The importance of ping times
In this brief article we will take a look at the simple concept of “ping times” and how we can use it in our multiplayer games to improve the user’s experience.
The connection speed is the single most important key element in an online game as it affects the whole experience. Being able to detect slow downs and “hiccups” could help removing some of the frustration when the client’s network is not behaving as expected. Also, being able to signal critical network issues could help the final user improve their game performance. Continue reading
Building a simple stress test tool
One of the questions that often pops up in our forums is “how do I run a stress test on my game”?
There are several ways in which this can be done. A simple way to stress test your server side Extension is to build a client application that acts as a player, essentially a “bot”, which can be replicated several hundreds or thousands of times to simulate a large amount of clients. Continue reading
Performance notes on Room Extensions
Attaching an Extension at Room level is a convenient way to provide each game Room with its own logic. Different Rooms can use different code and manage their own game rules very conveniently. Continue reading