New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

How to start a "play online" server #87

Closed
joelpurra opened this Issue Jan 3, 2015 · 11 comments

Comments

Projects
None yet
2 participants
@joelpurra
Copy link
Contributor

joelpurra commented Jan 3, 2015

I haven't seen any instructions on how to start a server for the "play online" feature. Are there any?

@farin

This comment has been minimized.

Copy link
Owner

farin commented Jan 3, 2015

There is no start. Play server is play.jcloisterzone.com and it's running.

@farin farin closed this Jan 3, 2015

@joelpurra

This comment has been minimized.

Copy link
Contributor Author

joelpurra commented Jan 3, 2015

@farin: will it be open sourced?

@farin

This comment has been minimized.

Copy link
Owner

farin commented Jan 3, 2015

@joelpurra It's not on list now

@joelpurra

This comment has been minimized.

Copy link
Contributor Author

joelpurra commented Jan 3, 2015

@farin: it would be lovely to have it as open source! JCZ is already licensed under the GNU Affero General Public License, Version 3 (AGPL-3.0), and that is perfect for a server component for an open source client.

@farin

This comment has been minimized.

Copy link
Owner

farin commented Jan 3, 2015

I want to keep control of server for now. Because makes me not much sense shatter such feature. Centralized service can provide more features like players rankings etc. But I can change mind in future (jcz itself was closet at early begining too)

I woudl like to add simple standalone server support to jcz itself. So you will be able to run it without ui on your own server if you want private play, bypass nat or whatever you want. This is easy and should appear in 3.1 too.

@joelpurra

This comment has been minimized.

Copy link
Contributor Author

joelpurra commented Jan 3, 2015

@farin: as the distributor of the pre-built packages containing the default domain settings for the play online server, you are already in control. Releasing the server source is a matter of openness - and that applies to game statistics, player ranking and other communication related code as well. Plus the AGPL license prevents forking.

Seeing that people work to improve the JCZ client together, it doesn't make much sense to keep the server private.

@farin

This comment has been minimized.

Copy link
Owner

farin commented Jan 4, 2015

@joelpurra Maybe you're right. I will reconsider when server will be stabilized and cleaned.

@joelpurra

This comment has been minimized.

Copy link
Contributor Author

joelpurra commented Jan 4, 2015

@farin: looking forward to it =)

@joelpurra

This comment has been minimized.

Copy link
Contributor Author

joelpurra commented Jan 4, 2015

Oh, and the reason I was asking was because when we tried a four-player "play online" game (instead of "connect", which works well), the three "clients" all got connection timeouts during after a minute or two in the lobby. We didn't try to start the game after that.

@farin

This comment has been minimized.

Copy link
Owner

farin commented Jan 4, 2015

@joelpurra could you described how exactly looks connection timeout? you were disconnected from lobby? It's tru that current impl is not precisely concurrent (only one websocket worker based on greenthreads), but four client's shouldn't be problem. I personally tried 5 client game and it looked all fine.

@joelpurra

This comment has been minimized.

Copy link
Contributor Author

joelpurra commented Jan 5, 2015

@farin: I hosted a new game in "play online". Three additional players connect right away, and enter the lobby. After a while two of them asked, over third-party voice chat, what was going on with the game. Turns out they had been disconnected. The fourth player was still in the room, as seen by both host and client. Within a few seconds the fourth player was also disconnected, as confirmed over voice chat.

No debug information was collected. We had already played multiple games before, using the normal "connect." All players were located in Sweden. The host and one of the the players are behind the same NAT, but the player was disconnected nonetheless.

It could be the distance to Sweden affecting message delays? If the client expects a reply from the host's game server, response times are probably double that of a normal connection between the client and play.jcloisterzone.com, as messages pass the intermediate server. This is on top of play.jcloisterzone.com presumably not being located in Sweden, which means ping times can be much higher than intra-country games.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment