I have a decent sized mod in place that allows a stand-alone server to send/receive packets to/from a stand-alone lobby server. Works great! ...with the exception of when the lobby server goes offline.
//TNLobbyLink.cs
public virtual void SendPacket(Packet packet, params object[] objs)
{
mLobby.SendPacket(packet, objs);
}
Along the same lines - I'd like a server (likely the lobby server) to send/receive packets to/from other servers. I haven't coded this, but expect it to be dealt with by the lobby server. Specific use for this would be a game-wide broadcast (Servers going down message - think 10+ servers - not going to deal with doing the same task 10+ times) or possibly server to server private chat.
I'm re-building using the latest TNet and would like to address these issues.
Perhaps I am setting this up wrong? Requirements are simple and are outlined in "- client" below. I have everything working at the moment - however, I'm not sure if things will clog in a production environment. Alternatives or advise needed!
Current Setup:
- stand-alone lobby server
- runs on a PHP/MYSQL server
- read/write data via MYSQL
- authenticate player login from all servers
- stand-alone servers
- simple drone that relays encrypted packets to/from lobby server
- client
- authenticate to "home" server
- authenticate on "guest" server when playing server vs server match
- send/receive pertinent data to/from MYSQL
- request character list
- record experience gain
- other data related read/write