> * League server didn't work because of the version update. We had to do direct IP join (see bugtracker #1190)
OK I produced this, so I will fix this. Did the openclonk-league source code move? Is the "most current" source code now hosted on clonkspot?
Is running Redis on the OC league server possible? We'd like to show OC games on our live servers page (screenshot) as well, which uses Redis pubsub and caching to provide the game updates live. Porting the changes shouldn't be an issue, I can do that.
>To be honest, if you deliver the live game events via a different server you could just as well do plain old polling.
Because of the performance? It's going to be worse with polling in any case.
>+/- 30 seconds doesn't really make a difference
Especially if you know that a game will be there any second, knowing that the game list always is live is nice.
>the Clonk client just polls the server every few seconds
...because there wasn't a good way of delivering the list live in the past. Maybe the Clonk client should be updated?
>...because there wasn't a good way of delivering the list live in the past. Maybe the Clonk client should be updated?
It would be amazing if you implemented that <3
>Because of the performance? It's going to be worse with polling in any case.
No, but as far as I have seen the masterserver in action in the past it's fine with dozens of players polling with their Clonk clients + a few Web viewers. If every request counted then yeah, of course we should care. You are just replacing the near non-existant request overhead with the overhead of keeping a connection open and keeping a database which is also minimal - but webservers are big :-).
>Especially if you know that a game will be there any second, knowing that the game list always is live is nice.
I just can't agree that it's so important. If I play Clonk, I'm in the game, and looking for what's open. I won't decide in a split-second to suddenly play Clonk. I can see that this might be a cool thing to have, it's just not really useful IMO.
On the other hand, having a new feature is obviously really cool, but maybe it should be implemented in a more general and open way? For example the server could accept subscribtion urls which he then pings with updates, rather than having a private server hosting a private Redis database which then informs web clients.
>For example the server could accept subscribtion urls which he then pings with updates, rather than having a private server hosting a private Redis database which then informs web clients.
This wouldn't work for most use cases though, as we cannot ping most people through their firewalls. The event stream endpoint already uses an open format (text/event-stream in combination with JSON) which can easily be used by third-party servers.
The data schema obviously isn't standardized, but this has always been the case with the masterserver communication. The JSON format used isn't nice as it's a direct
json_encode
on the data structure in the league, but it's still easier to consume this way.
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