money being the highest motivator. 20 concurrent connections are not enough for me personally. I was hoping to provide at least 2000.
Opensource is the next. It seems a shame to have no opensource project like it, as it seems a very lively subject of game servers.
Depends upon exactly what you want to do, but I think you'll find there are *hundreds* of os projects "like it".
Hard to give an exact comparison, since your later comments seem to be getting a bit of creaping featuritis and diverging from the original quote (just my impression).
Currently, the only thing the server does is pass messages from one node to all the rest of the nodes without passing the same information back to the node it came from.
Plugin architecture is at the design phase at the moment. But it will accomplish things like message filtering. Message filtering will simply be a class that extends an abstract class (no name yet because its in design) in the actual server. So plugins will be easy to create. Relatively.
Object distribution at initialisation of client (which has just been added to the list) will also be added. This means that you can send objects to the client when he/she has just connected to the server. This can be great for providing violent filtering, maps of cities...etc.
These are just a few "ideas" i have for this project and will be more than happy to obtain some ideas from the community.
Hope that answers your questions.
I can't see how this is any better than:
- j2ee (has opensource versions)
- Sun's java messaging layer (JMS?)
- opensource projects like Herk's one
- os projects like worldforge
(and doing a DOA = dist obj arch is a VERY hard task, unless you're just using CORBA/RMI/etc, in which case what's the point?)
Also, I think if you're attempting something half as ambitious as you suggest, you don't have a hope in hell unless you have some specialists; it sounds like you don't have much experience of multi-tier network systems?