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1  Game Development / Networking & Multiplayer / Re: Adding new user login on: 2006-06-23 09:30:52
thanks so much for the info. =)   Grin
2  Game Development / Networking & Multiplayer / Re: Adding new user login on: 2006-06-22 12:07:51
oh i see. thanks for the info. one more question: is it possible to do user registration with SGS?

if the user wanted to participate in a game, he/she needs to register first. but with the current SGS implementation, the login id and password are in the passwd.txt, which the application may not had access to. so what i have in mind is to use JSP, servlet and beans to read the passwd.txt file for existing password and to inform the user that that particular id has been taken else, it will update the passwd.txt of the new id and password. then the user can run the jar to login the game and play.

actually, i want to know how to do user registration with SGS.
3  Game Development / Networking & Multiplayer / Re: Adding new user login on: 2006-06-21 06:44:48
thanks. stated in the deploy.xml

   <VALIDATOR moduleclass="com.sun.gi.comm.users.validation.impl.FlatFileUserValidator">
       <PARAMETER tag="password_file_url" value="file:passwd.txt" />
   </VALIDATOR>

but i couldnt locate the 'com.sun.gi.comm.users.validation.impl.FlatFileUserValidator' in the server api.  Huh

and in the passwd.txt there really aint any comments to tell indicate the purpose of field. but i roughly got the idea that the 1st field is the id and the 2nd field is the password.

i'm looking forward to the release of the stack extension SDK =)
4  Game Development / Networking & Multiplayer / Adding new user login on: 2006-06-20 06:54:42
currently, the client needs to do verification and this includes the use of the passw.txt file. i was wondering if we can add new logins to the txt file to include more users.  technically, i think this is possible. but does sgs provides a way to add new user login?

if not, i think i will have to work around to do a registration form and update the passw.txt file.

any suggestions?
5  Game Development / Networking & Multiplayer / Re: Exception on task execution on: 2006-06-17 18:31:39
 Cool hmm, perhaps it's so i guess. in the meanwhile i will crossed my fingers that it wont happend again. if it does, i will do the required steps. haha.
6  Game Development / Networking & Multiplayer / Re: Exception on task execution on: 2006-06-16 16:31:04
after doing the following:

1. ps -e
2. kill java
3. rm -r persistant_store
4. restart the discoverer and sgs
5. run my client
6. IT WORKS.

hmm...  Roll Eyes so... i'm really wondering if the issue lies in the backend of the sgs / object store and not my coding.
7  Game Development / Networking & Multiplayer / Re: Exception on task execution on: 2006-06-16 06:17:39
jeff, i added a few println before the simtask operations. it seems that the outbuff is null/empty. i'm puzzled. how comes it doesnt works here as the coding is exactly the same as earlier working version.  Huh

code provided in the swordworld:
GLOReference<Player> myRef = simTask.lookupReferenceFor(this);
String out = roomGLO.getDescription(myRef);
ByteBuffer outbuff = ByteBuffer.allocate(out.length());
outbuff.put(out.getBytes());
simTask.sendData(appChannel,from,outbuff,true);

my code:
GLOReference<Player> myRef = simTask.lookupReferenceFor(this);
String out = roomGLO.getDescription(myRef);
byte[] dest = new byte[out.length()];
            
System.out.println("in player: roomGLO description = " + out);
System.out.println("in player: description length = " + out.length());
System.out.println("in player: data.getBytes = " + out.getBytes());
            
ByteBuffer outbuff = ByteBuffer.allocate(out.length());
outbuff.put(out.getBytes());

System.out.println("appChannel: " + appChannel);
System.out.println("send to userID: " + from);
System.out.println("send to outbuff: " + outbuff.get(dest));
            
simTask.sendData(appChannel,from,outbuff,true);


output:
User ID =UUID(1150464745429:-6021726462601109706)dataReceived =lookfrom
User ID =UUID(1150464745429:-6021726462601109706)in player: roomGLO description = You are in A big brightly lit room. containing:
A shiney new sword
With you in the room are:

in player: description length = 93
in player: data.getBytes = [B@2344b18f
appChannel: UUID(1150429122430:4214629083300757772)
send to userID: UUID(1150464745429:-6021726462601109706)
Failed to create this-reference
java.nio.BufferUnderflowException
        at java.nio.HeapByteBuffer.get(HeapByteBuffer.java:127)
        at java.nio.ByteBuffer.get(ByteBuffer.java:674)
        at com.sun.gi.apps.swordworld.Player.userDataReceived(Player.java:58)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
        at java.lang.reflect.Method.invoke(Method.java:585)
        at com.sun.gi.logic.impl.SimTaskImpl.execute(SimTaskImpl.java:186)
        at com.sun.gi.logic.impl.SimThreadImpl.run(SimThreadImpl.java:105)
8  Game Development / Networking & Multiplayer / Re: Failed to start database 'persistant_store' on: 2006-06-15 09:24:16
ok. thanks.  Cool

yes, i did. somehow durin the development, the 1st error will pop up. i will then remove the persistent_store folder and re-start. then i pops up the 2nd error. i have been spends hrs tryin to debug but no solutions.

Thats because the first run of the server is still running.

(1) pkill java
(2) rm -r persistant_store
(3) restart server
9  Game Development / Networking & Multiplayer / Re: Failed to start database 'persistant_store' on: 2006-06-14 06:32:20
yes, i did. somehow durin the development, the 1st error will pop up. i will then remove the persistent_store folder and re-start. then i pops up the 2nd error. i have been spends hrs tryin to debug but no solutions.
10  Game Development / Networking & Multiplayer / Re: Exception on task execution on: 2006-06-14 06:15:13
here's my code:

   public void userDataReceived(UserID from, ByteBuffer data){      
      byte[] inbytes = new byte[data.remaining()];
      data.get(inbytes);
      
      String commandString = new String(inbytes).trim();
      
      System.out.println("dataReceived ="+commandString + "from");
      System.out.print("User ID ="+from);
      
      String[] words = StringUtils.explode(commandString," ");   
      SimTask simTask = SimTask.getCurrent();
      /**/Room roomGLO = currentRoomRef.get(simTask);
      ByteBuffer outbuff = null;
      
      if (words[0].equalsIgnoreCase("look")){         
         try {
             GLOReference<Player> myRef = simTask.lookupReferenceFor(this);
             String out = roomGLO.getDescription(myRef);
            
             System.out.println("roomGLO description = " + out);
             System.out.println("description length = " + out.length());
             System.out.println("data.getBytes = " + out.getBytes());
             outbuff = ByteBuffer.allocate(out.length());
             outbuff.put(out.getBytes());
            
         } catch (Exception e) {   
            System.out.println("Failed to create this-reference");
            e.printStackTrace();
         }/**/
      }
      
      if(words[0].equalsIgnoreCase("name")){
         System.out.println("in player: player name is " + this.name);
         outbuff = ByteBuffer.allocate(this.name.length());
         outbuff.put(this.name.getBytes());
      }
      
      if(outbuff != null){
         simTask.sendData(appChannel,from,outbuff,true);
      }
   }
11  Game Development / Networking & Multiplayer / Failed to start database 'persistant_store' on: 2006-06-13 21:06:11
Hi,

i dont know why, during my development, i am getting the below error message more frequently:

SQL Exception: Failed to start database 'persistant_store', see the next exception for details.
        at org.apache.derby.impl.jdbc.Util.newEmbedSQLException(Unknown Source)
        at org.apache.derby.impl.jdbc.Util.newEmbedSQLException(Unknown Source)
        at org.apache.derby.impl.jdbc.Util.generateCsSQLException(Unknown Source)
        at org.apache.derby.impl.jdbc.EmbedConnection.newSQLException(Unknown Source)
        at org.apache.derby.impl.jdbc.EmbedConnection.bootDatabase(Unknown Source)
        at org.apache.derby.impl.jdbc.EmbedConnection.<init>(Unknown Source)
        at org.apache.derby.impl.jdbc.EmbedConnection30.<init>(Unknown Source)
        at org.apache.derby.jdbc.Driver30.getNewEmbedConnection(Unknown Source)
        at org.apache.derby.jdbc.InternalDriver.connect(Unknown Source)
        at java.sql.DriverManager.getConnection(DriverManager.java:525)
        at java.sql.DriverManager.getConnection(DriverManager.java:193)
        at com.sun.gi.objectstore.tso.dataspace.PersistantInMemoryDataSpace.getDataConnection(PersistantInMemoryDataSpace.java:444)
        at com.sun.gi.objectstore.tso.dataspace.PersistantInMemoryDataSpace.checkTables(PersistantInMemoryDataSpace.java:361)
        at com.sun.gi.objectstore.tso.dataspace.PersistantInMemoryDataSpace.<init>(PersistantInMemoryDataSpace.java:220)
        at com.sun.gi.SGS.startupGame(SGS.java:222)
        at com.sun.gi.SGS.<init>(SGS.java:180)
        at com.sun.gi.SGS.main(SGS.java:330)
SQL Exception: Failed to start database 'persistant_store', see the next exception for details.
        at org.apache.derby.impl.jdbc.Util.newEmbedSQLException(Unknown Source)
        at org.apache.derby.impl.jdbc.Util.newEmbedSQLException(Unknown Source)
        at org.apache.derby.impl.jdbc.Util.generateCsSQLException(Unknown Source)
        at org.apache.derby.impl.jdbc.EmbedConnection.newSQLException(Unknown Source)
        at org.apache.derby.impl.jdbc.EmbedConnection.bootDatabase(Unknown Source)
        at org.apache.derby.impl.jdbc.EmbedConnection.<init>(Unknown Source)
        at org.apache.derby.impl.jdbc.EmbedConnection30.<init>(Unknown Source)
        at org.apache.derby.jdbc.Driver30.getNewEmbedConnection(Unknown Source)
        at org.apache.derby.jdbc.InternalDriver.connect(Unknown Source)
        at java.sql.DriverManager.getConnection(DriverManager.java:525)
        at java.sql.DriverManager.getConnection(DriverManager.java:193)
        at com.sun.gi.objectstore.tso.dataspace.PersistantInMemoryDataSpace.getDataConnection(PersistantInMemoryDataSpace.java:444)
        at com.sun.gi.objectstore.tso.dataspace.PersistantInMemoryDataSpace.checkTables(PersistantInMemoryDataSpace.java:362)
        at com.sun.gi.objectstore.tso.dataspace.PersistantInMemoryDataSpace.<init>(PersistantInMemoryDataSpace.java:220)
        at com.sun.gi.SGS.startupGame(SGS.java:222)
        at com.sun.gi.SGS.<init>(SGS.java:180)
        at com.sun.gi.SGS.main(SGS.java:330)
java.lang.NullPointerException
        at com.sun.gi.objectstore.tso.dataspace.PersistantInMemoryDataSpace.checkTables(PersistantInMemoryDataSpace.java:363)
        at com.sun.gi.objectstore.tso.dataspace.PersistantInMemoryDataSpace.<init>(PersistantInMemoryDataSpace.java:220)
        at com.sun.gi.SGS.startupGame(SGS.java:222)
        at com.sun.gi.SGS.<init>(SGS.java:180)
        at com.sun.gi.SGS.main(SGS.java:330)
java.lang.NullPointerException
        at com.sun.gi.objectstore.tso.dataspace.PersistantInMemoryDataSpace.lookup(PersistantInMemoryDataSpace.java:769)
        at com.sun.gi.objectstore.tso.dataspace.DataSpaceTransactionImpl.lookupName(DataSpaceTransactionImpl.java:391)
        at com.sun.gi.objectstore.tso.TSOTransaction.lookup(TSOTransaction.java:179)
        at com.sun.gi.logic.impl.SimulationImpl.<init>(SimulationImpl.java:286)
        at com.sun.gi.SGS.startupGame(SGS.java:240)
        at com.sun.gi.SGS.<init>(SGS.java:180)
        at com.sun.gi.SGS.main(SGS.java:330)

i tried to remove the entire persistent_store and restart the SGS, it still returns the following error. but sometimes, after a couple times of re-running the start-SGS.sh, it turns out working fine. *puzzled*

Jun 14, 2006 3:04:06 AM com.sun.gi.comm.users.server.impl.TCPIPUserManager init
INFO: Starting TCPIP User Manager on /155.69.125.79:1180
java.net.BindException: Address already in use
        at sun.nio.ch.Net.bind(Native Method)
        at sun.nio.ch.ServerSocketChannelImpl.bind(ServerSocketChannelImpl.java:119)
        at sun.nio.ch.ServerSocketAdaptor.bind(ServerSocketAdaptor.java:59)
        at sun.nio.ch.ServerSocketAdaptor.bind(ServerSocketAdaptor.java:52)
        at com.sun.gi.utils.nio.NIOSocketManager.acceptConnectionsOn(NIOSocketManager.java:155)
        at com.sun.gi.comm.users.server.impl.TCPIPUserManager.init(TCPIPUserManager.java:134)
        at com.sun.gi.comm.users.server.impl.TCPIPUserManager.<init>(TCPIPUserManager.java:124)
        at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
        at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
        at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
        at java.lang.reflect.Constructor.newInstance(Constructor.java:494)
        at com.sun.gi.SGS.startupGame(SGS.java:260)
        at com.sun.gi.SGS.<init>(SGS.java:180)
        at com.sun.gi.SGS.main(SGS.java:330)
java.lang.reflect.InvocationTargetException
        at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
        at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
        at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
        at java.lang.reflect.Constructor.newInstance(Constructor.java:494)
        at com.sun.gi.SGS.startupGame(SGS.java:260)
        at com.sun.gi.SGS.<init>(SGS.java:180)
        at com.sun.gi.SGS.main(SGS.java:330)
Caused by: java.lang.InstantiationException: TCPIPUserManager failed to initialize
        at com.sun.gi.comm.users.server.impl.TCPIPUserManager.init(TCPIPUserManager.java:137)
        at com.sun.gi.comm.users.server.impl.TCPIPUserManager.<init>(TCPIPUserManager.java:124)
        ... 7 more

Am i doing anything illegal that results in this? How can i resolve this issue?
12  Game Development / Networking & Multiplayer / Exception on task execution on: 2006-06-13 20:40:51
i was using the swordworld demo to build my app. and i encounter this error:

Jun 14, 2006 2:35:11 AM com.sun.gi.logic.impl.SimTaskImpl execute
WARNING: Exception on task execution:
  target: com.sun.gi.apps.swordworld.server.Player
  method: userDataReceived
  declared on: com.sun.gi.logic.SimUserDataListener
java.lang.NullPointerException
        at com.sun.gi.logic.impl.SimulationImpl.sendUnicastData(SimulationImpl.java:496)
        at com.sun.gi.logic.impl.DeferredUnicast.execute(SimTaskImpl.java:574)
        at com.sun.gi.logic.impl.SimTaskImpl.processDeferredCommands(SimTaskImpl.java:536)
        at com.sun.gi.logic.impl.SimTaskImpl.execute(SimTaskImpl.java:188)
        at com.sun.gi.logic.impl.SimThreadImpl.run(SimThreadImpl.java:105)

whenever it executes this code: task.sendData(appChannel,uid,outbuff,true);
i have done this: simTask.addUserDataListener(uid,playerRef);

i am trying to send data from the client to the server and vice versa.

can someone kindly advise if i miss out anything or do the wrong way? Cry
13  Game Development / Networking & Multiplayer / Images at client? on: 2006-06-08 16:48:31
i'm currently developin a sample app for my demo. i will be using quite a no of graphics. i was wondering, for the client development, the graphics will be stored with the client right?

in this case, can i read my map information from the server and sent to my client?

in the future if i want to add more features, it seems like i will need to constantly change/recode my client as well as the server components. is there a way where i can add in new features without changing my client?
14  Game Development / Networking & Multiplayer / Re: Scattered storage model? on: 2006-06-05 10:00:59
To be complete: a highly scabalbe, transactional, fault tolerant and snapshottable hashtable Cool

.Id say we are uign about 50% of its capabilities.


jeff, i would like to know more about the backend objetc store(HADB). wonder if http://www3.java.no/JavaZone/2005/presentasjoner/ManyiLu/ManyiLu-JavaZone.pdf has some similarities to the ObjectStore at SGS backend?
15  Game Development / Networking & Multiplayer / Re: getting the swordworld demo to run on: 2006-06-02 06:39:32
I agree with abies.

But to fix your current problem, just clear the object store.

(Either rm -r persistant_data  OR run the game sevre with the -C option.)

thanks.  Grin
16  Game Development / Networking & Multiplayer / Re: getting the swordworld demo to run on: 2006-06-01 13:29:02
 Shocked haha. thanks.
17  Game Development / Networking & Multiplayer / Re: getting the swordworld demo to run on: 2006-06-01 11:50:29
I added a function(method) the Room.java and i encounter this error:

java.io.InvalidClassException: com.sun.gi.apps.swordworld.Room; local class incompatible: stream classdesc serialVersionUID = -1555555559452131670, local class serialVersionUID = 4045011986590506185
        at java.io.ObjectStreamClass.initNonProxy(ObjectStreamClass.java:519)
        at java.io.ObjectInputStream.readNonProxyDesc(ObjectInputStream.java:1546)
        at java.io.ObjectInputStream.readClassDesc(ObjectInputStream.java:1460)
        at java.io.ObjectInputStream.readOrdinaryObject(ObjectInputStream.java:1693)
        at java.io.ObjectInputStream.readObject0(ObjectInputStream.java:1299)
        at java.io.ObjectInputStream.readObject(ObjectInputStream.java:339)
        at com.sun.gi.objectstore.tso.dataspace.DataSpaceTransactionImpl.deserialize(DataSpaceTransactionImpl.java:212)
        at com.sun.gi.objectstore.tso.dataspace.DataSpaceTransactionImpl.read(DataSpaceTransactionImpl.java:196)
        at com.sun.gi.objectstore.tso.TSOTransaction.lock(TSOTransaction.java:626)
        at com.sun.gi.objectstore.tso.TSOTransaction.lock(TSOTransaction.java:356)
        at com.sun.gi.logic.impl.GLOReferenceImpl.get(GLOReferenceImpl.java:133)
        at com.sun.gi.apps.swordworld.SwordWorldBoot.userJoined(SwordWorldBoot.java:60)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
        at java.lang.reflect.Method.invoke(Method.java:585)
        at com.sun.gi.logic.impl.SimTaskImpl.execute(SimTaskImpl.java:186)
        at com.sun.gi.logic.impl.SimThreadImpl.run(SimThreadImpl.java:105)
New Player: UUID(1149154420788:-1786958821875615392)
java.lang.NullPointerException
        at com.sun.gi.apps.swordworld.SwordWorldBoot.userJoined(SwordWorldBoot.java:64)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
        at java.lang.reflect.Method.invoke(Method.java:585)
        at com.sun.gi.logic.impl.SimTaskImpl.execute(SimTaskImpl.java:186)
        at com.sun.gi.logic.impl.SimThreadImpl.run(SimThreadImpl.java:105)

i understands that by "private static final long serialVersionUID = 1L;" we can edit the class without invalidating the copy that might already been stored in the objectStore.

in my case, i think the Room.java does not include the "private static final long serialVersionUID = 1L;", that's why is giving the above error.
is there a way to resolve it? can someone kindly advise?
18  Game Development / Networking & Multiplayer / Re: Scattered storage model? on: 2006-06-01 09:58:12
 Smiley haha. okok. thanks. i will try it out after i get myself familiarized with the SimTask operations.
19  Game Development / Networking & Multiplayer / Re: Scattered storage model? on: 2006-06-01 08:33:33
Allow me to intrdouce some terminology that may help.

In a full SGS abck end there are many physical computers-- we will call them "boxes" fir the purpose of this discussion.

Each box runs what we call a "slice".   Each slice has a communications tier, a game logic engine, and interfaces to object stores.  It does not contain the Object Stores themselves, they are external and adressed by many slices at once.  Each slice can have N games installed in it.  Each game references its own object store and has iots own channel name-space. 

The same game, installed into muiltiple slices, all reference the same object store and channels.  They are a;; efectively "one application" running across many boxes. This is how we scale and fail-over in the case of individual box failures.

Now the SGS server you get as part of the SDK does NOT do this.  It has the entire object store  in it, not just an interface.  This is pusposeful.  The SDK server does NOT scale, does NOT fail-over and is NOT intended for production use.

Jeff:
is it becos the SDK server  is limited to 1 slice tt's why it does not scale?
as the SDK server does NOT scale, will the SGS SDK works for server clusters?
20  Game Development / Networking & Multiplayer / Re: Actionscript 3 Port on: 2006-05-31 07:14:06
sure. i will email u.   Wink
21  Game Development / Networking & Multiplayer / Re: Scattered storage model? on: 2006-05-31 07:05:03
No, you missed the concepts here. There is only 1 ObjectStore for 1 game. Even it might be processed on a huge server-cluster. All slices access the same ObjectStore. And because you never know on which slice a GLO is actually executed you access this unique ObjectStore through the SimTask object using GLOReferences.

If several games are installed on the same SGS each game has a separate ObjectStore even all installed games are executed on the same server-cluster. There is no way to access the ObjectStore of another game directly. Your connection to the ObjectStore of your game is the SimTask object. It provides all methods needed to access it. But it is important that you do not store a reference to the SimTask object and reuse it in another task; you need to request the current SimTask newly in every task using SimTask.getCurrent().

thanks. i understands this concept  Grin

what i actually referring to is...

workstation 1(eg. of fake IP: 155.69.111.111) -> SGS installed -> Shooting Game
workstation 2 (eg. of fake IP: 155.69.22.22) -> SGS installed -> Shooting Game

so you can see that the SAME Shooting Game has been installed in each of the SGS on IP:155.69.111.111 and IP:155.69.22.22.
now my question: currently within SGS, there is no way for players logon to IP:155.69.111.111 to see players logon to IP:155.69.22.22 right?
22  Game Development / Networking & Multiplayer / Re: Scattered storage model? on: 2006-05-30 17:11:55
You see you  never need to worry about where the ObjectStore actually is. If you have a GLOReference you can access the assiociated GLO at any time through the SimTask object.

Ragosch

hmm... ya, i kinda get wat u means by this. ie. 2 GLOs within the ObjectStore.

From what i understand, if 2 SGS, each lies on a separate work station or server, SGS1 talks to ObjectStore1 and SGS2 talks to ObjectStore2. there is no comm from SGS1 to ObjectStore2 and SGS2 to ObjectStore1 right?

is there a possible way for these 2 seperate work stations(different IP) to access a common objectstore?
23  Game Development / Networking & Multiplayer / Re: Scattered storage model? on: 2006-05-30 10:02:27
abit side track: does anyone knows how large(capacity) is the storage of the ObjectStore?  Huh

Currently the derby java DB is underneath - there are practically no limits beside those given by the OS. But Jeff mentioned HADB for their "big" solution. They wont choose a limited db, I guess, but you cant count on a specific db with SGS.

Ragosch

Ragosch: thanks so much. i understands that currently each host contains onli 1 slice which is capable of handling 200-500 users, depending on the game and hardware. but i wonder if 2 hosts can access the same ObjectStore? If yes, how can i do that?
24  Game Development / Networking & Multiplayer / Re: Actionscript 3 Port on: 2006-05-28 21:47:55
In the latest version of the flash player (9) and the latest version of actionscript (3) you have the ability to use data ports.

The Socket class enables ActionScript code to make socket connections and read/write raw binary data.

It is similar to XMLSocket, but does not dictate the format of the received/transmitted data.
Socket is useful for interoperating with servers that use binary protocols.


it does seems possible. i guess  Cheesy

in fact, i'm also looking into it too.
25  Game Development / Networking & Multiplayer / Re: Scattered storage model? on: 2006-05-28 20:31:15
abit side track: does anyone knows how large(capacity) is the storage of the ObjectStore?  Huh
26  Game Development / Networking & Multiplayer / Re: roadmap? on: 2006-05-27 06:21:43
Does this mean you want several parallel worlds on different shards (like World of Warcraft for example) and just a connection between those shards on the communication tier without sharing the worlds itself?

yes. Grin now then i remembered my boss telling me about the Grid technology which allows all the players to see it as a real world.
so sorry about the "thinking the impossible dream"..

back to Ragosch, yes, tt's what i'm trying to do, ie. World of Warcraft.
27  Game Development / Networking & Multiplayer / Re: roadmap? on: 2006-05-26 20:44:41
No offense, but I think you are dreaming the impossible dream on trying to synch clusters trans-continentally.

Having to comitt every transaction across continents will introduce horrible latencies if you wait for them all to complete.  Not waiting for them all to complete will break your referenitial integrity.

.  If you want players around the world to play in the same game then IMHO you are better off centralizing your server room someplace that minimizes the worst-case lag to your expected clinet base and then desigining your cleint/server protocol to support that level of latency.

(Note that in this case "cnetralizing" refers to internet topology, not necessarily geography.)


thank for the suggestion. no offences to me.  Wink
in that case, it seems that, if i were to have the same game in each server, then the objectstore in each server will be individual not sharing of data? except with ur suggestion of implementation?

actually what i'm trying to do is to have multiple servers with the same game so that clients can logon to the servers to play. and i would like the players to view all other players like they belong to the same world. (do you call this cluster?)
28  Game Development / Networking & Multiplayer / Re: roadmap? on: 2006-05-26 18:51:24
Emerald, I see what you are up to, but I fear you cant gain control over the ObjectStore they way you want it. There is only one ObjectStore which is accessed by all the GLEs in the cluster and access to this ObjectStore is transparent to the server application (=only the SGS backend has direct access to the ObjectStore). There is not even a fixed model how the ObjectStore is actually implemented or handled (=which database is used, it does not need to be the current one afaik).

This is true that the ObjectStore is under the control of the system and not directly acessible from the coding model.  We have *talked* internally about openoing up the ObjectStore interface and making the store pluggable in order to support third party ObjectStore vendors but we havent doen that yet.

Im still not quite following the issue.  is the issue that youa re trying to synchroinize clusters on different contents so they all reflect a single view of the world?  This is a hugely difficult problem due to the latencies you will encounter going trans-continental.

yes. i'm trying to syn clusters on different contents so they all reflect a single view of the world.
29  Game Development / Networking & Multiplayer / Re: roadmap? on: 2006-05-25 07:35:00
Synchronization of data is given because every mutation of the objectstore is done in a transactional (atomic) way.

i do understands that SGS provides data syn. hmm, if all the servers are accessing one central DB, i guess i dont have to worry abt data syn. but if there are more than one persistent storage, then syn is required right? this is because we're also planning to expand the game to regionally as well as globally.

Loadbalancing is done on 2 places (afaik) - by the client using the discovery.xml and a UserManagerPolicy, but also by the server itself if it forces the client to reconnect to another server than the current one (this I interpret out of a statement Jeff made about load balancing). I wonder if a policy like that pointed out by emerald will come in conflict with the decisions made by the SGS server in the case that the new discovery.xml will point to just 1 server and this is unfortunately that one the SGS server wants the client not to connect to.
thanks for bringing this issue up. i have overlooked it. i was concerned with making my client more lightweight and more transparent to load balancing. thought i could get the server to handle all the load balancing. well, in that case, i will have to adopt the suggestion above.
30  Game Development / Networking & Multiplayer / Re: roadmap? on: 2006-05-24 19:58:54
I should add that if you have a serious, funded project and need information sooner it *might* be possible to release more of our internal current info under NDA.  For that you'ld want to talk to Chris.

yes. we're trying to see how PD can be used to develop, implemented and deployed games, which we would make proposals for fundings.

Currently i'm looking at how to integrated all the different clients ie. J2SE, J2ME, C++ (these 3 are currently supported by PD) but others such as ActionScripting from Macromedia Flash, Top Script, PHP...  i was thinking of creating a servlet/web service to provide a common API interface to all the different interfaces at the front end. Do you think it's possible? But i heard that the extension docs are coming in the release 2. so it's soon right?

as for the load balancing: take for example, i have multiple servers at the backend, i will have one synchronizing server to syn all the data with the rest of the servers. This syn server will then dynamically generate the Discovery.XML to determine which server has the lowest load for connection. We can then code our own UserManagerPolicy to implement the load balancing in the SGS. It this ok too?
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