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Up Topic General / Feedback and Ideas / Real P2P
- - By Carli [de] Date 2009-10-15 14:04 Edited 2009-10-15 17:27
Hi.

I had an Idea that when the clients conecct as p2p, then everyone with opened ports could be a host when the old host leaves.

(==Host Transfer)
Parent - - By Sven2 [de] Date 2009-10-15 15:05
This was rejected for CR because it was too much work to implement. I don't think it will be any different in OC (especially since we've got enough open construction areas as it is).

Although decentral control exists already, there's *a lot* of details and special cases to get this right.
Parent - - By Ape [fi] Date 2009-10-15 15:31
Do you think P2P could be used in the package distribution before the actual game. Also, would it be possible to use centralized http-servers for that?
Parent - By Sven2 [de] Date 2009-10-15 15:52
Package distribution is P2P already. Same for control distribution in decentral (default) network mode.

Just host transfer does not exist; i.e. if the host leaves, everyone disconnects from everyone else.
Parent - - By Carli [de] Date 2009-10-15 17:26
i think HTTP is not the right protocol for realtime games ;)
Parent - - By Zapper [de] Date 2009-10-15 17:38
He is referring to the package distribution before the actual game. To use his very own words.
Parent - - By Carli [de] Date 2009-10-15 17:45
ok, then i missunderstood.

but i wanted to talk about the GAME networking, not the lobby.
Parent - By Zapper [de] Date 2009-10-15 18:34

>but i wanted to talk about the GAME networking, not the lobby.


I think we know that
Parent - - By Caesar [de] Date 2009-10-15 18:40
Package distribution via HTTP would only be helpful, if ArneB/psaux-w and Tyrone would accept it, since ccan and cc are the only important sources. But we could get rid of MaxLoadFileSize. I think, that would not even be that hard to implement.
Parent - - By Luchs [de] Date 2009-10-15 20:32
But most of the packs with scenarios are distributed in .zip-Files.
Parent - - By Carli [de] Date 2009-10-15 20:58 Edited 2009-10-15 21:20
Maybe we should develop a format that is .c4d and .c4f in one, because that was the reason why people make .zips and not upload the clonk archive.
Parent - - By Isilkor Date 2009-10-15 22:36
You can stuff your objects in .c4f without problems; except for Hazard or other projects that want other people to write scenarios for their pack, there's no reason to split.
Reply
Parent - - By Carli [de] Date 2009-10-16 12:29
here you see!

I think in a Package file should be a c4f included that is ignored when an external scenario uses the package
Parent - - By Zapper [de] Date 2009-10-16 13:19
Definition3=Hazard.c4f/Hazard.c4d works right now as well
Parent - - By Carli [de] Date 2009-10-16 14:37
the only hard thing to do is to explain the scripters to use this hack
Parent - - By Kanibal [de] Date 2009-10-16 21:25
Why should it be a hack? This is valid solution...
Reply
Parent - By Carli [de] Date 2009-10-16 21:26
yes, i named it a hack because it is not a mainstream-method
Parent - By Sven2 [de] Date 2009-10-15 21:06
Of course it would be possible. You could include a download link in .c4d files. When the host sends out resource information, it would include that download link.
Parent - - By PeterW [de] Date 2009-10-16 01:51
Nope, wouldn't be that hard. We "just" need some mechanism that makes sure that it's the correct file. Trusting some newbies to insert the right links into their scenario is a recipe for disaster, imo. Leaving the problem aside that links tend to date quickly anyway.

A better solution would be to have some master server link list. When Arne codes the league link, maybe he can do something about that - though we will have to make sure that you can't circumvent the registration check with that.
Parent - - By Caesar [de] Date 2009-10-16 16:18
That sounds nice but it's not useable for any http-Server. When we don't mind that, we could code a mod for apache, alowing GET /foo/bar/blubb.c4d?crc=123456789abcdef&sha=moeptoefquiik HTTP/1.1 or other nice stuff.
Parent - - By Carli [de] Date 2009-10-16 16:36
i think that does not exist because you can implement it in php
Parent - - By Caesar [de] Date 2009-10-16 17:46
Mh, mod_rewrite, right.
Parent - By Carli [de] Date 2009-10-16 17:57
i don't know, i dont program in php (i did once and i saw that it was too easy to take it serious)
Parent - - By Sven2 [de] Date 2009-10-16 23:03
If the master server provided download links, it would provide links for OpenClonk-packages only, which should be available without registration anyway.
Parent - - By PeterW [de] Date 2009-10-17 04:00
Will they? I don't think we have decided about that yet. Plus I think we should try to backport that feature to CR if we come around to do it.
Parent - - By Sven2 [de] Date 2009-10-17 12:08
So people have to buy CR to get an OC feature? Or do you want to make OC commercial?
Parent - - By PeterW [de] Date 2009-10-17 17:04
OpenClonk is just a project right now, license-wise we can end up doing whatever we want. If I remember correctly, the result of our internal discussion was that at least a server fee might be appropriate - that /could/ include the CCAN.

I'm just talking hypotheticals here. My main point is that the degree of "commercialism" will most likely be the last thing we decide, so we shouldn't assume anything about that right now.
Parent - By Carli [de] Date 2009-10-17 18:35
hm, i could rent a VServer and give a little piece of it to the OC-Project.
Parent - - By Caesar [de] Date 2009-10-17 20:23
How does his idea imply that? CR has a feature, OC has that feature, too. Where does that make OC commercial?
Parent - - By Sven2 [de] Date 2009-10-17 21:00
You wouldn't be able to use the OC package download unless you have a CR registration, because CCAN requires you to auth with your key credentials.
Parent - By Caesar [de] Date 2009-10-17 22:50
Okay, but that's a completely independant choice of ArneB.
Parent - - By Ape [fi] Date 2009-10-19 20:33
Why do we have to use CCAN then? We could make a new package repository especially made for OC.
Parent - By Carli [de] Date 2009-10-19 20:47
yes - with engine download integration.
Parent - - By Isilkor Date 2009-10-20 00:34
I believe CCAN only requires registration for packages tagged as CR.
Reply
Parent - - By Carli [de] Date 2009-10-20 09:00
but signing in requires a registration.
Parent - By Atomclonk [de] Date 2009-10-20 11:52
Thats right...
Reply
Parent - - By Zapper [de] Date 2009-10-20 12:34
And that is the reason why you don't have to sign in when you want to download non-CR-stuff.
Parent - - By Carli [de] Date 2009-10-20 15:31
but I can't upload non-CR-Stuff without registration.

and.... how do i build a clonk registration check into my personal home page?
Parent - By Luchs [de] Date 2009-10-20 15:44

>and.... how do i build a clonk registration check into my personal home page?


Contact matthes.
Parent - - By Caesar [de] Date 2009-10-22 14:56
ArneB can change that... where's the problem?
Parent - By Carli [de] Date 2009-10-22 17:29
do you really think?
i made other experiences....
Parent - By ArneB Date 2009-10-22 17:55 Edited 2009-10-22 17:57
As long as CR is still by far the most played game, I'd rather not open CCAN registrations to the regular public. Having a restricted user base is quite convenient.
Up Topic General / Feedback and Ideas / Real P2P

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