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Discussion Multiplayer lobbying technique

Discussion in 'Editor & General Support' started by AnimalMan, Dec 10, 2022.

  1. AnimalMan

    AnimalMan

    Joined:
    Apr 1, 2018
    Posts:
    1,164
    Hi guys not a big question just verifying my thinking is correct.

    1. Allowing players to connect to eachother and host games.

    This is pretty simple we are letting a player open a server and other players join this server as client - Flaw; if host quits or disconnects its game over for all his clients. (Way to transfer ownership of server in such event)?

    2. Making a server that displays all player hosted servers. Requires me to host a universal server that receives messages when a player hosts a server and then creates gateways for universal clients to connect to these servers. is there a Flaw? This would be nesting their port into the universal server and passing a client over to it when they select and join.


    3. It is inappropriate to host a universal server to serve all data unless I dedicate an appropriate machine for the job?

    i am thinking about games such as civilisation, age of empires, etc

    We don’t need to get technical right now but just ways to plan such a system would be interesting and useful to me as it’s something. I gotta do eventually.

    does/can pc steam alleviate any of the above issues?


    Thanks