Zenok Posted April 12, 2019 Report Share Posted April 12, 2019 ¿How difficult could be to replace the current p2p model to a player-server communication? I was trying to figure out how the game connects from one player to another, but i don't know where to start. I just found there is a lobby connected through xmpp and a simulation part where players sends an Engine.broadcast(). But i didn't see from where comes that JS Engine class. I wanted to try adding a NodeJS server but i don't know if this is possible, don't know how to replace that broadcast to a socket connection Quote Link to comment Share on other sites More sharing options...
elexis Posted April 12, 2019 Report Share Posted April 12, 2019 the 0ad / pyrogenesis network protocol is based on the enet protocol, that is indeed p2p. That is based on UDP. But the 0ad networking protocol uses a central server, the host of the match. (See also the wiki page noone wrote.) XMPP is lobby code, but that's not essential for a multiplayer game. Since 0ad defines its own network protocol on top of requiring enet, a NodeJS server can't run 0ad unless interacting with a 0ad binary, maybe through HTTP or a similar API... Not sure what you wanted to achieve, probably a dedicated server I suppose. Quote Link to comment Share on other sites More sharing options...
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