[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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