Lobby server support for 255 ids?
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Lobby server support for 255 ids?
I know that the engine can support 255 players and games with more than 16 players can be hosted, but I have never seen a game with more than 16 ids. BrainDamage told me this is a lobby server limitation. He also said that the server is no longer maintained. Since this would probably be a simple change, why hasn't it already happened?
EDIT: apparently Satirik updated the server code (http://springrts.com/phpbb/viewtopic.php?f=12&t=19145), so why doesn't anyone host games with >16 ids?
EDIT: apparently Satirik updated the server code (http://springrts.com/phpbb/viewtopic.php?f=12&t=19145), so why doesn't anyone host games with >16 ids?
Re: Lobby server support for 255 ids?
it also requires all lobby clients to update in order to support it
either a much higher number or an infinite number will be added in an upcoming protocol update.
satirik's server updates weren't officially supported and aren't in use on the production server or implemented in the mainstream lobbies afaik.
either a much higher number or an infinite number will be added in an upcoming protocol update.
satirik's server updates weren't officially supported and aren't in use on the production server or implemented in the mainstream lobbies afaik.
Re: Lobby server support for 255 ids?
How could the lobby support an infinite number of players? Unless you use a multiple-precision library or an advanced id system, the lobby could only support 18,446,744,073,709,551,616 players even on 64-bit systems (though obviously this *is* effectively infinite).aegis wrote:it also requires all lobby clients to update in order to support it
either a much higher number or an infinite number will be added in an upcoming protocol update.
satirik's server updates weren't officially supported and aren't in use on the production server or implemented in the mainstream lobbies afaik.
Re: Lobby server support for 255 ids?
everything is transmitted as a string, so we can bend the laws of integers protocol-wise.eyu100 wrote:How could the lobby support an infinite number of players? Unless you use a multiple-precision library or an advanced id system, the lobby could only support 18,446,744,073,709,551,616 players even on 64-bit systems (though obviously this *is* effectively infinite).aegis wrote:either a much higher number or an infinite number will be added in an upcoming protocol update.
player/ally IDs don't even need to be just numbers, even... as long as you can specify the starting position...
Re: Lobby server support for 255 ids?
You could even just use the user name (!).aegis wrote:everything is transmitted as a string, so we can bend the laws of integers protocol-wise.eyu100 wrote:How could the lobby support an infinite number of players? Unless you use a multiple-precision library or an advanced id system, the lobby could only support 18,446,744,073,709,551,616 players even on 64-bit systems (though obviously this *is* effectively infinite).aegis wrote:either a much higher number or an infinite number will be added in an upcoming protocol update.
player/ally IDs don't even need to be just numbers, even... as long as you can specify the starting position...
Re: Lobby server support for 255 ids?
valid point... hey spring devs, what's wrong with just sorting the usernames in spring (so the ids are synced) and just specifying start position?
...other than the lack of coop, which could be done a different way?
...other than the lack of coop, which could be done a different way?
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SirMaverick
- Posts: 834
- Joined: 19 May 2009, 21:10
Re: Lobby server support for 255 ids?
What do you gain?aegis wrote:valid point... hey spring devs, what's wrong with just sorting the usernames in spring (so the ids are synced) and just specifying start position?
com sharing...other than the lack of coop, which could be done a different way?
Last edited by SirMaverick on 07 Jul 2009, 18:05, edited 1 time in total.
Re: Lobby server support for 255 ids?
i have seen 32 player games going on the main server a week ago or so.
i am not 100% sure it was the main server, but i can not remember a main server failure, and there would not have been so many players on an other server.
and yes, they started gaming with 32 players.
i am not 100% sure it was the main server, but i can not remember a main server failure, and there would not have been so many players on an other server.
and yes, they started gaming with 32 players.
Re: Lobby server support for 255 ids?
Why would this be needed?aegis wrote:valid point... hey spring devs, what's wrong with just sorting the usernames in spring (so the ids are synced) and just specifying start position?
...other than the lack of coop, which could be done a different way?
As far as I know the fact that only host has to generate entire start script and host sends this over to clients, and client script should contain only MyPlayerName, HostIP and HostPort, there can not be any desyncs in this part. (Unless client puts the wrong player name in it's script of course, but that would be a silly bug...)
Maybe only thing that might have to be done is removing MyPlayerNum, if this still exists. (has been deprecated already in favor of MyPlayerName)
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Auswaschbar
- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
Re: Lobby server support for 255 ids?
Its already gone.Tobi wrote:Maybe only thing that might have to be done is removing MyPlayerNum, if this still exists. (has been deprecated already in favor of MyPlayerName)
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SirMaverick
- Posts: 834
- Joined: 19 May 2009, 21:10
Re: Lobby server support for 255 ids?
Yes main server. And there were even some games with more than 32 players.hoijui wrote:i have seen 32 player games going on the main server a week ago or so.
i am not 100% sure it was the main server, but i can not remember a main server failure, and there would not have been so many players on an other server.
and yes, they started gaming with 32 players.
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Re: Lobby server support for 255 ids?
the lobby would have to omit sending the balance infos to the server, and by experience ( i did it on a release by accident ), people simply won't believe it will still work when spring starts and leave the battle, so it's not a practical solution adding just to the lobby clients
lobby side, at least in SpringLobby, it's as easy as changing a number in the code, and enable "autobalance before start" (autobalance changes won't have time to propagate to the server when script.txt is written ), but again i'm not too sure of it's success because of previous concern
lobby side, at least in SpringLobby, it's as easy as changing a number in the code, and enable "autobalance before start" (autobalance changes won't have time to propagate to the server when script.txt is written ), but again i'm not too sure of it's success because of previous concern
Re: Lobby server support for 255 ids?
Couldn't you give everyone a command (like !status on SPADS) that displays the balance info when pm'ed to the host? Unfortunately, that would be the only way of finding the balance.Brain Damage wrote:the lobby would have to omit sending the balance infos to the server, and by experience ( i did it on a release by accident ), people simply won't believe it will still work when spring starts and leave the battle, so it's not a practical solution adding just to the lobby clients
lobby side, at least in SpringLobby, it's as easy as changing a number in the code, and enable "autobalance before start" (autobalance changes won't have time to propagate to the server when script.txt is written ), but again i'm not too sure of it's success because of previous concern
