Thanks for the reply! Have been on vacation but back to tackle this now.
If the host disconnects, a new player gets to become a host. Server does not migrate. If a server goes down, that's it. Everyone will be disconnected.
The planned model for our title is a locally hosted server model where players themselves will take responsibility for running a server and hosting. So, would this approach be recommended:
- The game allows players to start a local server. Connects to a lobby server hosted by us. Local server can be private/public.
- The player can (but does not have to) start a game on his local server.
- Other players can connect to the server and can (but do not have to) join the session run by the player owning the server.
The alternative would be game servers hosted by us, but that comes with scalability issues / cost. Thanks in advance for confirming the above!
Edit: Another related question: Per your recommendations, much of our code is written with multiplayer in mind and as such much of the communication will be routed through Tnet even when in single player mode. Does this mean that a local server has to be started for this to work - or will TNet still route RCCs/RFCs?