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Łukasz Groszkowski  
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 More options Sep 17 2010, 9:47 am
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Fri, 17 Sep 2010 15:47:29 +0200
Local: Fri, Sep 17 2010 9:47 am
Subject: Red5 Showcase: Flash MMO games

I'm almost finished with a multiplayer game in Red5. This suppose to
be a plane fight (dogfight) in 2d. Quite simple game, but there seems to
be some troubles. My employer wants me to confirm if red5 for server was
the right choice so he wants me to supply some links to other red5 based
flash real-time multiplayer games.

Concerning the efficiency of my application - is there any restrictions
(theoretical or practical) invoking methods from client on server and
other way round? Of course I don't expect you to say that Red5 is
something bad
but was my choice accurate?

many thanks for concern, best regards
Lucas


 
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Dominick Accattato  
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 More options Sep 17 2010, 12:32 pm
From: Dominick Accattato <daccatt...@gmail.com>
Date: Fri, 17 Sep 2010 12:32:46 -0400
Local: Fri, Sep 17 2010 12:32 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

what type of troubles are you having. I would of course suggest Red5 as a
multiplayer server and the game you mention should impose no real problems.

2010/9/17 Łukasz Groszkowski <lukasz.groszkow...@gmail.com>


 
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Andy Shaules  
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 More options Sep 17 2010, 12:37 pm
From: "Andy Shaules" <bowljo...@gmail.com>
Date: Fri, 17 Sep 2010 09:37:40 -0700
Local: Fri, Sep 17 2010 12:37 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

I second the motion.

Red5 is the first and best choice.

There is no other option, really.

Andy


 
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Łukasz Groszkowski  
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 More options Sep 17 2010, 1:04 pm
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Fri, 17 Sep 2010 19:04:23 +0200
Local: Fri, Sep 17 2010 1:04 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  Ok, so troubles are that the application suffers a symptoms similar to
lags. Sometimes it seems that red5 does not reflect user interactions.
Sometimes it does not permit user to connect to a game room. I'll
introduce you to logic of my application briefly:

There are 2 main classes (and some supporting ones, describing objects).
Application class using the marvelous red5 eclipse plugin and a GameRoom
class. A GameRoom object stores data about planes (class Plane),
projectiles (class Projectile) and users. Application stores data of
game rooms (and array of GameRoom's).

Upon connect, the client passes id, name, max planes hp, max planes in
game. These are used only by first user to set-up GameRoom's properties
(that in fact are used later to configure Plane objects).  The passed id
is used for setting client id (client.setId()) and is also stored in a
clients = new HashSet<IClient>() and then used when clients are doing
some actions. ... well I'm going to much in details. The client invokes
method SendOrder with a param what does client do - and this may happen
very often (1 or even 2 per frame). This parametrs alter the properties
of plane and this is reflected by moving planes.

Well I could use a volunteer to take a look at the complete code of my
game. I'm willing to share some credit for the task, but anyway the
whole project is not very expensive.

Thanks for your time

W dniu 2010-09-17 18:32, Dominick Accattato pisze:


 
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Andy Shaules  
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 More options Sep 17 2010, 1:24 pm
From: "Andy Shaules" <bowljo...@gmail.com>
Date: Fri, 17 Sep 2010 10:24:55 -0700
Local: Fri, Sep 17 2010 1:24 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

"The client invokes
method SendOrder with a param what does client do - and this may happen
very often (1 or even 2 per frame)."

Framerate averages between 14 and 30 ?

That is too expensive.

It appears to me that you should be doing more math on the client and less network packets to transmit changes.

Each client should be running a local simulation, and transmit only velocity changes. Also they should send periodically between one and five seconds, a full set of coordinates and velocities.

Also, the client must return from the doOrder method before you run the invocations from the server for best performance.

I recommend that even the local client does not get their own movement input processed until it is echoed back from the server.

Looks like a strong case for shared objects.

Personally I'd go with the comserver flv stream, with a sprinkling of shared objects.

Andy


 
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Andrei Sochirca  
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 More options Sep 17 2010, 12:59 pm
From: Andrei Sochirca <andrei.sochi...@gmail.com>
Date: Fri, 17 Sep 2010 09:59:39 -0700 (PDT)
Local: Fri, Sep 17 2010 12:59 pm
Subject: Re: Red5 Showcase: Flash MMO games
Battle of Britain: 303 Squadron ?

On Sep 17, 4:47 pm, £ukasz Groszkowski <lukasz.groszkow...@gmail.com>
wrote:


 
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Łukasz Groszkowski  
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 More options Sep 17 2010, 2:01 pm
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Fri, 17 Sep 2010 20:01:51 +0200
Local: Fri, Sep 17 2010 2:01 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  Well I'm afraid I can do syncs in 5 seconds. The game supposed to be
much more dynamic. Moreover - if game has like 8 clients it works fine.
It starts to give problems when more rooms are open. You mean that the
red5 won't handle this issue? I mean that bandwidth, or resources of
servers are not a concern for my client.

In addition client cant do the calculation. The server must be
responsible for such calculations due to safety. The winner is awarded a
real money prize, so the game must be fraud-proof in this matter.

W dniu 2010-09-17 19:24, Andy Shaules pisze:


 
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Łukasz Groszkowski  
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 More options Sep 17 2010, 2:08 pm
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Fri, 17 Sep 2010 20:08:40 +0200
Local: Fri, Sep 17 2010 2:08 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  Oh, and by the way: the client reads data from shared object. The
server alters them to reflect the movement. There are only few requests
done on client by server. And in fact only these client "sendOrder"
requests are numerous. What do you suggest for limiting them?


 
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Trevor Burton  
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 More options Sep 17 2010, 2:27 pm
From: Trevor Burton <worldofpa...@googlemail.com>
Date: Fri, 17 Sep 2010 19:27:41 +0100
Local: Fri, Sep 17 2010 2:27 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

I think what Andy means is that you send 'deltas' - that is, the 'changes'
in values - regularly then every few seconds send the 'real' values so they
can be validated (so any errors can be adjusted for that have built up).

Can you measure how many individual requests are being handled by the server
each second when it starts to creak? You can reduce it by sending the
message less often and instead of one-at-a-time send them in batches
instead. Let the server receive the message and then iterate over them - add
a timestamp if you need to so the server knows how far apart they 'should'
have been (depends on the type of game you're working with.)

T

2010/9/17 Łukasz Groszkowski <lukasz.groszkow...@gmail.com>

--
Trevor Burton
http://www.flashmonkey.org
http://www.quick.tv

 
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Andy Shaules  
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 More options Sep 17 2010, 2:54 pm
From: "Andy Shaules" <bowljo...@gmail.com>
Date: Fri, 17 Sep 2010 11:54:39 -0700
Local: Fri, Sep 17 2010 2:54 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

perfect case for using a Resource Feed.

1. develop the simulation on the server.

2 develop the controller and web services to interface with the simulation.

3. develop resource feed that spits out corrected node data of the sim to synchronize the clients view.

4. all clients broadcast their game piece control parameters to the service and the controller/feed handles the broadcasted paths and events of the sim. The clients set their field data for node props perform RPC's for actions. Then you could record the games for playback later, and even filter node types to allow spectator-only clients.

But this is also a perfect case for using SO's too. This is limited by overall sim design layout and graphics rendering lag. More often than not, when you make an event to the server, some graphics element gets updated on the client. In a very poor design, Client A makes a call to server, and the call does not return until the graphics of client B is updated. The main thing here seems to be the volume. As Trevor says, sending all in one messages is better than multiple calls.

Recommended : http://code.google.com/p/comserver/

Depreciated : http://code.google.com/p/redsandy/

Andy


 
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Łukasz Groszkowski  
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 More options Sep 17 2010, 2:59 pm
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Fri, 17 Sep 2010 20:59:47 +0200
Local: Fri, Sep 17 2010 2:59 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  Now honestly I don't see the point in sending deltas and values. Both
are numbers and if I'm sending +3 or 33 it does not matter much for
request it self. In fact the orders are used to increment or decrement
pitch and throttle of planes. Currently at each frame I'm using call
from client to server. How about I changed that to values in shared
object, like SO.data.pitchDelta= +1, and respectively SO.data.fireBullet
= true, SO.data.fireMissle = true, SO.data.throttleDelta = -1. And
instead of assigning that values each frame, this values would be only
assigned during press/release of keys?

Honestly, these things you wrote me Andy are black magic to me. I'm not
asking for explanation since I haven't googled them yet, but I will if
this fails. So far BIG THANKS for helping me with this issue. Your
brainstorming pointed me to at least an idea how to solve this things.
But expect more mails from me.

W dniu 2010-09-17 20:27, Trevor Burton pisze:


 
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Łukasz Groszkowski  
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 More options Sep 17 2010, 3:24 pm
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Fri, 17 Sep 2010 21:24:33 +0200
Local: Fri, Sep 17 2010 3:24 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  No, I don't want to give the local-play impression to clients. If they
lag - it's theirs problem. The game has built-in ping limit that kicks
players of higher then 150ms ping and they're notified about this
restriction. And I must be certain that every player sees exactly the
same thing in the game - so no local calculation to make display is allowed.

Anyway I'm sending this commands right now - like you said "Move Right",
"Move Left", but it still may be too much for server to cope with.
Please tell me is updating a SO object preferable to calling a method
from NetConnection from client side? I'm pretty sure that this solution
with shared objects would be much more preferable and reliable anyway.
It would greatly reduce total number of calls to server.

Again thanks for help. As I said it is my first project using flash
server, and honestly I chosen red5 due it is available at no cost.

Oh and one more issue: would it be okay if I asked you to check my error
log from red5? There are some errors I'm not certain of their origin. If
you say it's ok, I'll attach this logs, however I'm not accustomed to
mailing groups etiquette so I wanted to ask first.

W dniu 2010-09-17 21:14, Trevor Burton pisze:


 
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Trevor Burton  
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 More options Sep 17 2010, 3:30 pm
From: Trevor Burton <worldofpa...@googlemail.com>
Date: Fri, 17 Sep 2010 20:30:49 +0100
Local: Fri, Sep 17 2010 3:30 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

In the past i've had a setup where the server keeps a shared object
updated... clients make calls to the server via a NetConnection.call() and
then listen on the shared object for changes so the calls to the server can
be handled and validated and then the clients just listen for SYNC events
off the SO... Andy might know more about what the optimum set-up is but it
also depends on how you're going to secure things... i'm guessing if money's
involved then you're going to want to do your best to make sure that calls
coming from players are genuine (detect 'impossible jumps' etc.)

If you want someone to take a look at error logs then use something like
pastebin and post the link in the thread rather than pasting into a mail. or
just attach the file somewhere :)

T

2010/9/17 Łukasz Groszkowski <lukasz.groszkow...@gmail.com>

--
Trevor Burton
http://www.flashmonkey.org
http://www.quick.tv

 
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Dominick Accattato  
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 More options Sep 17 2010, 3:36 pm
From: Dominick Accattato <daccatt...@gmail.com>
Date: Fri, 17 Sep 2010 15:36:10 -0400
Local: Fri, Sep 17 2010 3:36 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

so you're doing 2-3 calls per frame? How many frames per second are you
running the swf? I'm imagining at least 15. That would be 45 calls per
second. That can actually grow to be quite expensive as the others have
alluded to. For instance, here's a breakdown.

2 players = 90 calls/sec
3 players = 270 calls/sec
4 players = 1,080 calls/sec
...

and you say that your latency requirements are 150ms... i'm still guessing
it's due to this. Also remember that a SharedObject is not just sending a
number like "22" etc.. it has to send an entire object with status codes
etc...

does everyone agree with this or do I have some funny math going on ;)

2010/9/17 Łukasz Groszkowski <lukasz.groszkow...@gmail.com>


 
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Andy Shaules  
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 More options Sep 17 2010, 3:47 pm
From: "Andy Shaules" <bowljo...@gmail.com>
Date: Fri, 17 Sep 2010 12:47:31 -0700
Local: Fri, Sep 17 2010 3:47 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

Yup thats the picture Dominick.

" And I

> must be certain that every player sees exactly the same thing in the game -
> so no local calculation to make display is allowed."

Its not impossible to make that work, but since you are running close to what me and trevor suggest, then I would optimize the order sending.

The server sim could listen to so updates rather than web service calls too.

You biggest obstacle are the two constraints:

1. "must be certain that every player sees exactly the same thing in the game -"

2 "the whole project is not very expensive."

So's could be very effective using a combination of setting data, and sending method calls.

Optimize a little and you could be fine.


 
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Łukasz Groszkowski  
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 More options Sep 17 2010, 3:50 pm
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Fri, 17 Sep 2010 21:50:45 +0200
Local: Fri, Sep 17 2010 3:50 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  Yeah, I know what you mean - the number of calls per second is
enormous. I was really dumb not to notice that before. But I don't want
to fail this project and I still hope that there may be some simple
workaround.

About SO: if I have and shared object with properties: x, y, rotation,
deltaPitch, deltaThrottle, firingMissle, firingBullet, and the client
would alter deltas and firing flags, only during KEY_DOWN, KEY_UP events
it would be many times more efficient then making calls every frame to
serverside function. And moreover it could be a good idea to separate
planeSO from planeControlsSO, so that other players don't get SYNC
events when player presses a key. That would probably reduce number of
calls from these annoying 48/s to say 0.3-4/s shared object setting.
Maybe such optimization would be enough.

W dniu 2010-09-17 21:36, Dominick Accattato pisze:

...

read more »


 
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tom  
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 More options Sep 17 2010, 3:51 pm
From: tom <tomabr...@gmail.com>
Date: Fri, 17 Sep 2010 15:51:08 -0400
Local: Fri, Sep 17 2010 3:51 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

wow - never did the math myself , but quite impressive math -  and call
frequency.
thx

2010/9/17 Dominick Accattato <daccatt...@gmail.com>


 
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Łukasz Groszkowski  
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 More options Sep 17 2010, 4:00 pm
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Fri, 17 Sep 2010 22:00:38 +0200
Local: Fri, Sep 17 2010 4:00 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  And one more aspect: is it okay for serverside calculations to perform
say 500 calculations concerning planes (x, y, rotation) per second (I
think that this is total amount for full game)? I guess its not really
depends on red5 but Java itself. And in fact I can't do much about
optimizing this calculations (moving planes, projectiles, gravity etc.).
Can you provide me with any clue about this? So far I feel somehow
better even thou I screw up in the beginning. :)

W dniu 2010-09-17 21:51, tom pisze:

...

read more »


 
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Dominick Accattato  
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 More options Sep 17 2010, 4:14 pm
From: Dominick Accattato <daccatt...@gmail.com>
Date: Fri, 17 Sep 2010 16:14:35 -0400
Local: Fri, Sep 17 2010 4:14 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

Yeah, the server can handle this I'm sure of that, but the bottleneck is
that each client will exponentially be getting more and more call frequency.
When you think about a typical roundtrip taking an avg of 30-50 ms, then you
quickly realize that you will be choking that pipe with chatter.

2010/9/17 Łukasz Groszkowski <lukasz.groszkow...@gmail.com>


 
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Łukasz Groszkowski  
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 More options Sep 17 2010, 4:55 pm
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Fri, 17 Sep 2010 22:55:16 +0200
Local: Fri, Sep 17 2010 4:55 pm
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  Now I feel little lost: why call frequency will be growing
exponentially? Moreover - each game will take about 2-3 minutes. If I
have 8 players, there will be 8 SO for planes representations, 8 SO for
user interaction and a SO for projectiles (containing 3 arrays x, y, r).
Each player will be SYNC only to 10 SO totally (assuming full game).
Each of the 8 planes SO will be updated 24/sec and if clients can make
it they'll feel the lags. About the user interaction SO, they wont be in
sync on the client side, only on the server (in fact the data will be
read in the update loop; the value will only change on key events). I
thought that such approach would make a more-less fixed number of SO
update /sec.

Have I missed something?

W dniu 2010-09-17 22:14, Dominick Accattato pisze:

...

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Trevor Burton  
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 More options Sep 18 2010, 3:50 am
From: Trevor Burton <worldofpa...@googlemail.com>
Date: Sat, 18 Sep 2010 08:50:26 +0100
Local: Sat, Sep 18 2010 3:50 am
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

Well, you could just use a single SO per game and just set parameters on
that rather than using one per object/parameter.

I'd still be inclined to batch the key events - otherwise if someone hammers
the keyboard and you're sending EVERY event you're going to get some
problems. Set a maximum rate, push the events into a batch and then check
the batch at some rate, if there's anything in there, send it.

It's long overdue for this sort of knowledge to be collected and put in a
wiki somewhere (or something) but there aren't many of us that do this sort
of thing and we're all busy (which is both good AND bad).. must get around
to it at some point.

T

2010/9/17 Łukasz Groszkowski <lukasz.groszkow...@gmail.com>

...

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Łukasz Groszkowski  
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 More options Sep 18 2010, 4:57 am
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Sat, 18 Sep 2010 10:57:59 +0200
Local: Sat, Sep 18 2010 4:57 am
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  Yeah, I see your point. When user will be pressing repetitively space
to fire more bullets then such situation could occur. However, how I can
batch such events and to make it transparent? I mean, that if I assume
to check this batch event holder every 1/24 sec (because it's the
highest frequency that would be used in game) it would be almost as bad
as current situation. Of course I would send only if there would be
something, but in case of hammering the keys it becomes the same. Well I
guess that key events can be dispatched at higher rate then framerate,
but it seems unlikely in 24fps, but I'll make a safety restriction, not
to pass more SO changes. I just don't want users to have the feeling
that they are "planning" their movements in advance.

Using one SO would really reduce the server load? Well currently I have
kind of clear structure and making just one large SO would mess my
things up. But if my above optimizations won't be enough I guess I'll
have to do it as well. Hmm... on the other hand - I also see the point -
each plane is updated and SYNC's with client and this is way less
efficient if there were just one SO for all objects in game. However I
think keeping separate shared objects for controlling planes would be
necessary. I don't want to SYNC everybody when any of players presses a
key. So instead of 8 + 8 + 1 SO for game I'd have only 9 total. Seems
much better.

W dniu 2010-09-18 09:50, Trevor Burton pisze:

...

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Łukasz Groszkowski  
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 More options Sep 18 2010, 6:08 am
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Sat, 18 Sep 2010 12:08:14 +0200
Local: Sat, Sep 18 2010 6:08 am
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  So far big thanks for help. Thanks to your I have at least some ideas
how to try solving the situation and I'm more aware of restrictions
imposed by red5. I still have hope that my optimization will suffice and
the game will go to production phase. Currently they released it as beta
 >.< without complete testing I asked for.

W dniu 2010-09-18 12:03, Trevor Burton pisze:

...

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Andy Shaules  
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 More options Sep 18 2010, 11:27 am
From: "Andy Shaules" <bowljo...@gmail.com>
Date: Sat, 18 Sep 2010 08:27:14 -0700
Local: Sat, Sep 18 2010 11:27 am
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

Hello,

Yup, those are not restrictions imposed by red5. Those are restrictions imposed by the network. Buy another server and refactor your game code, you will be in the exact same boat, but out of more money. The problem is simple, and two fold.

1) When a user is pressing a key and holding it, why would you send repeated signals, when a single 'on' and single 'off' can be sent? Shared object do this automatically if the property gets dirty locally. They only send changes, and only at a specified 'frame rate' so rapid changes may not go through. When it 'must' get through, use so.send();

2) The jumpy animations are from taking the data as it comes, which may or may not be regular, so a game-view may not be synchronized. Best results seem to come from running a local sim that is gently/tween corrected by the real server sim. Another compelling reason to use flv cue points for transmission is cue through time.

Andy

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Łukasz Groszkowski  
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 More options Sep 18 2010, 11:35 am
From: Łukasz Groszkowski <lukasz.groszkow...@gmail.com>
Date: Sat, 18 Sep 2010 17:35:00 +0200
Subject: Re: [Red5] Red5 Showcase: Flash MMO games

  Yeah, Andy - I got you: when I meant about sending keyUp, keyDown
events I meant that to send exactly as you said: only start and end of
action. Anyway so far I haven't expected jumpy animations, but I cannot
exclude that from product version. How could I make tweens from position
to position if I don't know the time between SYNC events reaching client
and new positions? And I think making local situation could mislead some
users aiming at their targets. Well anyway I'll think about it. Thanks
for advice.

W dniu 2010-09-18 17:27, Andy Shaules pisze:

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