Server & game dev
Posted: Mon Mar 16, 2020 3:58 pm
I have to start off with "I have never played any of these games", so pardon my ignorance.
I've been tasked with helping an online gaming site, in order to add OpenRA as a part of their game options. I have grabbed the latest source code, and have successfully compiled everything under Visual Studio 2017. I also installed the "normal" game installation, hoping there would also be a pre-buit server but there was none. So I am going to presume that I will have to grab the Linux source to compile for their machine. I am doing all of my development on a Windows 7 Pro system, using a VMWare workstation also running the same OS, in order to keep things isolated for development and testing.
According to what I have read in the FAQ side, the program is said to store things (logs and configs?) in the My Documents folders but I have found none of that. There is however, things being created and stored in the Users AppData Roaming folder.
The source compile created both the game and server EXE's in the root of the development folder, and of course just running those fails because I gather both the game and the server need parms passed into them. Our lobby client program will be modified so the table host can specify the game wanted, and a hidden password for that game instance will also be sent, to prevent any unwanted users from joining in. I am guessing that when the table host launches the game, it will then signal to our server to create a new instance of the OpenRA server with the required game and password. Also guessing that will take a few seconds to get turned on, so will the game server send back something like "ok, I am ready", or do we just wait 5-10 seconds before launching the other players into that game? Does the game server send some form of unique ID back so the users know what RA server to connect into? I am also going to presume that each instance of the RA server running, that there aren't any issues from the aspect of say... having 5 different game tables being able to play 5 different instances.
Does the RA game server have the ability for users to "join in progress", or do all of the users have to be in the game table when the game is launched?
Other than the FAQ, are there any specific doc files that I need to read to better understand what the required parms are? What are the minimum things that need to be passed in order to create a RA game server, and what will the game client need to be told, or possible additional parms they can use?
Sorry if this is out of line, like I said I have zero experience with this game system. I do have a ton of experience in both client and server coding for running the older style Microsoft Gaming Zone direct play games that people used to love to play.
Thanks kindly in advance for any assistance you can provide so that we can offer our game players a unique experience.
Gary
I've been tasked with helping an online gaming site, in order to add OpenRA as a part of their game options. I have grabbed the latest source code, and have successfully compiled everything under Visual Studio 2017. I also installed the "normal" game installation, hoping there would also be a pre-buit server but there was none. So I am going to presume that I will have to grab the Linux source to compile for their machine. I am doing all of my development on a Windows 7 Pro system, using a VMWare workstation also running the same OS, in order to keep things isolated for development and testing.
According to what I have read in the FAQ side, the program is said to store things (logs and configs?) in the My Documents folders but I have found none of that. There is however, things being created and stored in the Users AppData Roaming folder.
The source compile created both the game and server EXE's in the root of the development folder, and of course just running those fails because I gather both the game and the server need parms passed into them. Our lobby client program will be modified so the table host can specify the game wanted, and a hidden password for that game instance will also be sent, to prevent any unwanted users from joining in. I am guessing that when the table host launches the game, it will then signal to our server to create a new instance of the OpenRA server with the required game and password. Also guessing that will take a few seconds to get turned on, so will the game server send back something like "ok, I am ready", or do we just wait 5-10 seconds before launching the other players into that game? Does the game server send some form of unique ID back so the users know what RA server to connect into? I am also going to presume that each instance of the RA server running, that there aren't any issues from the aspect of say... having 5 different game tables being able to play 5 different instances.
Does the RA game server have the ability for users to "join in progress", or do all of the users have to be in the game table when the game is launched?
Other than the FAQ, are there any specific doc files that I need to read to better understand what the required parms are? What are the minimum things that need to be passed in order to create a RA game server, and what will the game client need to be told, or possible additional parms they can use?
Sorry if this is out of line, like I said I have zero experience with this game system. I do have a ton of experience in both client and server coding for running the older style Microsoft Gaming Zone direct play games that people used to love to play.
Thanks kindly in advance for any assistance you can provide so that we can offer our game players a unique experience.
Gary