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From: Christoph B. <eg...@gm...> - 2006-11-27 22:31:59
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Am Montag, den 27.11.2006, 22:21 +0100 schrieb Tim Beelen: > Hey Gary/devvers, Hi Tim! > Hmm, very interesting, I guess that if the login was successful it needs > to return two unique keys, one for server-side authentications, and one > for client side authentication, and keep track of these. You don't need to worry about that. That's why I choose libgrapple. It handles that for us. It has a list of known clients and is able to identify them. Though I'm not sure if there is something like keys to verify the authentication. > I have no idea how to we are implementing the networking. But we can > start with the Meta server keeping track of and generating unique id's > of a few digits (but random). The metaserver is done in PHP... currently. The concept is like this: The clients connect themself to a server. The server talks to the metaserver for authentication. If the client is valid against the metaserver, it can talk to the server. Servers will provide sectors for opengate. Sectors are connected via jumpgates. If a player enters a jumpgate, the server looks which server hosts the sector and refers the client to the other server. Servers know other servers and periodically get a list of servers from the metaserver. The metaserver has a list of which server hosts wich client, though I'm not sure if it would cause to much traffic to tell on each serverchange of the client. > I guess for simplicity's sake all clients are servers for now. > So Client == Server and Server == Client. I had that idea, too. But that is highly unreliable because of routers, firewalls, hackers, etc. > So all clients should be able to ask for a list of other clients. > > If the above is working, I guess it's up to the likes of me to finish > the client/server. > > Sincerely, > Tim |