Author Topic: Lobby Server Question  (Read 2127 times)

devomage

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Lobby Server Question
« on: December 18, 2013, 08:11:28 PM »
Take Guild Wars 2 login system for an example.  You must login first and then you have the ability to choose your "server".  After you choose your server you get a list of your characters and then select which character to login with.

Im looking for the best overall framework for multiple tcp servers.


Questions:

Does a lobby server act as a login server?  I'd assume these should be separate.

How do you transfer a connection from a login server to one of many remote game servers without being disconnected?  Does the client initiate a second connection to a specific server after a successful connection to a login server?

Is there a simple way to broadcast world chat to all tcp servers connected to a lobby server?

ArenMook

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Re: Lobby Server Question
« Reply #1 on: December 19, 2013, 12:33:16 PM »
Yes, the lobby server can be your login server. You can save and load data on the lobby server, such as your player profiles. Authentication logic is something you'll need to add yourself, however.

Lobby server is just that -- a lobby (TcpLobbyClient for example). It doesn't have any game servers, and is completely separate from the TNManager.Connect logic you use to connect to an actual game server. You can be connected to both at the same time.

Lobby server is used to retrieve a list of game servers that you can then connect to, which is exactly what you need.

You can broadcast messages to everyone on the same game server, but you can't broadcast messages to everyone on the lobby server, as the lobby server has no concept of "players". It's just a server list.