[sldev] Opening the server source?
Adam Frisby
adam at gwala.net
Fri Jun 29 15:59:12 PDT 2007
Not quite,
Most of these messages are still running through the old UDP packet
system (and probably will be for a while until CAPS is solidified),
having a server manage connections for the client strikes me as somewhat
unneeded complexity since all it is doing is proxying the connections;
which could be served better by having specialised per-service proxies.
Adam
Mike Monkowski wrote:
> Actually, I was suggesting something between these two. By breaking the
> sim into a message server and a physics server, you don't have to change
> the rest of the architecture. The viewer sees no change. The specialty
> servers see no change. One box is just split into two with the rest of
> the connections remaining intact. It should be a lot easier to implement.
>
> Mike
>
> Adam Frisby wrote:
>
>> Sort of.
>>
>> From my understanding of it (and I really do need to attend Zero's
>> office hours one of these days), LL will be breaking things up as
>> follows:
>>
>> ---TODAY---
>>
>> Client -> Login Server (Initial Sim IP)
>> Client -> Simulator
>>
>> Simulator -> L$ Server
>> Simulator -> Inventory Server
>> Simulator -> User servers
>> etc..
>> Simulator -> Asset servers
>>
>> ---THE MYSTERIOUS FUTURE---
>>
>> Client -> Simulator -- Simulator Transactions, Movement, Building, etc.
>>
>> Client->Inventory Server->Client->Simulator
>> Client->L$ Server->Simulator->Client
>> etc.
>>
>> Where the client becomes authoritive and contacts the specialised
>> servers directly.
>>
>> Essentially in this fashion, Sims can do whatever the hell they like,
>> and be unable to touch a users account as all the messaging for this
>> is directly to/from the client itself.
>>
>> Adam
>
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