Question regarding MMORooms and Server to Client Updates

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JuliusBtesh
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Question regarding MMORooms and Server to Client Updates

Postby JuliusBtesh » 15 Jan 2015, 20:43

Hello again.
I had a question regarding the event callbacks from server to clients. Basically I am using an MMORoom setup for my game rooms and without getting too much into detail. I am using a small room that will hold all the clients and spawn up to 100 remote players in the scene. But there will be able to be more than 100 players inside the room at a time.
But my question here is, being that smartfox needs to send all the data about the room and whose inside it to every client that joins the room, is it possible to completely stop sending that data to each client once the first 100 players are joined in the room without disabling smartfox from knowing about all the players positions?

Thanks!
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Bax
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Re: Question regarding MMORooms and Server to Client Updates

Postby Bax » 16 Jan 2015, 09:27

being that smartfox needs to send all the data about the room and whose inside it to every client that joins the room

This is not true. When a client joins, it doesn't receive updates until it sets its position in the MMORoom.
When the position is set, it will start receiving data about the players which are inside its Area Of Interest only.
This is the reason why MMORooms have been created.
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JuliusBtesh
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Re: Question regarding MMORooms and Server to Client Updates

Postby JuliusBtesh » 16 Jan 2015, 16:13

Yes, I do understand that. But I need to have everyone in everyone's area of interest in order for my game to run. Unless I can get around this, it will take a really long time for my game to load up once there starts to be more people in the room.
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Re: Question regarding MMORooms and Server to Client Updates

Postby Bax » 16 Jan 2015, 16:32

If every player must "see" the others to play, then there's no point in using an MMORoom, imho.
What is not clear is how 100 players are supposed to interact in the same game room. Maybe you can go a little more into details?
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JuliusBtesh
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Re: Question regarding MMORooms and Server to Client Updates

Postby JuliusBtesh » 16 Jan 2015, 17:31

i cannot really go into much detail of this game. But in short. Yes, there will be more than 100 players in the room at a time. But it is only necessary to see 100 of the players during the game play. The rest just need to be part of the MMORoom in order to get their local position from their device. I need to use MMORoom to keep track of enemy position using MMOItems. So I want to avoid having all the clients having to receive all other client information when joining the room. Only the first 100 information, after that its useless info. Except the server still needs that info.
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Bax
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Re: Question regarding MMORooms and Server to Client Updates

Postby Bax » 19 Jan 2015, 11:01

There's no way to limit the events sent by the server based on the number of players. In a MMORoom each client will be notified about every other client in its Area Of Interest.
Maybe you have to look for a different solution (using regular Rooms) in which you disable all the events for the Room and use specific Extension responses to make each client aware of the status of the game.
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JuliusBtesh
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Re: Question regarding MMORooms and Server to Client Updates

Postby JuliusBtesh » 19 Jan 2015, 17:00

Thanks, I figured that would be the way to do it. I keep switching back from types of rooms. But using an MMORoom will make it easier to spawn the remote players at the correct times. Also, I need to be able to keep track of the main enemy in the room and use the "getProximityList" function in the server side scripts which is not accessible in the regular rooms.

Any ideas?
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Re: Question regarding MMORooms and Server to Client Updates

Postby Bax » 19 Jan 2015, 17:33

Then keep using MMORooms... it is not clear if you actually have an issue with the default behavior or if you think you could have one.
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JuliusBtesh
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Re: Question regarding MMORooms and Server to Client Updates

Postby JuliusBtesh » 19 Jan 2015, 18:50

I definitely will have an issue. This project is being built where I need these game rooms to hold up to 10k people or more. And like I stated before, I need to have all of these people in the same proximity in order to run certain things even thought I will only spawn up to 100 of the remote players. But I'm already experiencing an issue when testing 100 or more NPCs loading in the room because once the localplayer gets into the room, it takes time till Smartfox sends all the other 99 NPCs into the room and through the proximity update. I tried using 999 NPCs and myself as a local player and I waited several minutes before turning the app off because I'm pretty sure it would have taken a while until the information was passed to my device. I am trying to stop this network load time from being really long when having many users in the room.

If this is hard to follow, is there any way I can get in touch with you or someone else in a private thread?
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Re: Question regarding MMORooms and Server to Client Updates

Postby Lapo » 20 Jan 2015, 09:30

Hi,
JuliusBtesh wrote:I definitely will have an issue. This project is being built where I need these game rooms to hold up to 10k people or more. And like I stated before, I need to have all of these people in the same proximity in order to run certain things even thought I will only spawn up to 100 of the remote players.

this part is not clear to us.

10K people in the same proximity is the same as saying 10K people in the same (regular) Room. While this is perfectly possible the consequences of having such a massive amount of people interacting together must be taken into account. Public chatting and Room events (user enter/leave, room count) will generate a continuos flood of data to each client, eating up a vast amount of bandwidth and overwhelming the client.

Before we can even move on to discussing the other points I would like to understand if this is clear to you.

Thanks
Lapo
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JuliusBtesh
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Re: Question regarding MMORooms and Server to Client Updates

Postby JuliusBtesh » 20 Jan 2015, 15:48

Yes, I understand this is clear to me. And I already thought of a way to fix the chat room issue. By putting different people part of different group_ids and having the server send the public message back to the people in the same group id... This will cause less bandwidth issues when dealing with the chat room.

Regarding the large amount of players in the room. If I stick to the regular rooms, will I be able to stop the clients from receiving user enter/exit room events and just deal with them on the server side? Or will this flood be going towards the client regardless? As for if I use the regular room, I still need to be able to keep the location of the enemy at all times along with get the closest users to the enemy. Will this be difficult to do using regular room?

If I were to use an MMORoom, it doesnt seem possible that I can stop smartfox from sending all the people in the same proximity back to each client and already this will be a major downfall because these rooms definitely need to have a large amount of people in them.

Like I stated in my last reply, if it is possible to get onto a private thread then that will be great and highly appreciated. This is a very important project and I need to find a solution asap.

Thank you
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Bax
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Re: Question regarding MMORooms and Server to Client Updates

Postby Bax » 23 Jan 2015, 11:49

In a regular Room you have full control on the events to be fired or not. Check this page: http://docs2x.smartfoxserver.com/Gettin ... rator-room
If you need to discuss sensitive informations on your project, you can contact us by email.
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JuliusBtesh
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Re: Question regarding MMORooms and Server to Client Updates

Postby JuliusBtesh » 23 Jan 2015, 17:51

What email? Thank you
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Bax
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Re: Question regarding MMORooms and Server to Client Updates

Postby Bax » 24 Jan 2015, 16:43

Click the "Contact us" button on the main website. http://smartfoxserver.com
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