Setting up a server on the internet
by Simon Goodchild · in Torque Game Engine · 10/05/2007 (3:08 am) · 7 replies
Is there a guide anywhere on setting up a TGE game on a server on the internet for multi-player connections?
When our project is complete we would like to host a multi-player game on the internet, but I'm confused as to whether this means we have to go via GG Master servers? if I try and connect to master servers none are found at the moment, so presume not.
Also guessing, the client would need to be set up to "know" the URL/IP address of the game server.
Go all the TGE books, and can't see it covered in any of them, and forum threads don't provide an overview (or I've missed it).
Many thanks!!!!
When our project is complete we would like to host a multi-player game on the internet, but I'm confused as to whether this means we have to go via GG Master servers? if I try and connect to master servers none are found at the moment, so presume not.
Also guessing, the client would need to be set up to "know" the URL/IP address of the game server.
Go all the TGE books, and can't see it covered in any of them, and forum threads don't provide an overview (or I've missed it).
Many thanks!!!!
About the author
#2
10/05/2007 (7:01 am)
Thanks - what I want to achieve is to be able to run an independent server on the internet - so that the client doesn't have to worry about the master server at GG. Is this possible with TGE? Thanks, Simon.
#3
If you have a static ip address (doesn't change over time), and you set up your security properly to expose your login port for your TGE server (again, unrelated to the engine), then you have exactly what you are asking for.
10/05/2007 (7:21 am)
Honestly it has nothing to do with TGE--it has to do with your network architecture.If you have a static ip address (doesn't change over time), and you set up your security properly to expose your login port for your TGE server (again, unrelated to the engine), then you have exactly what you are asking for.
#4
But if you just want your own master server which is web based, that will be possible. Like GG master server, Web based master server will send the list of game servers to the clients. The clients will find and join the game through Torque interface in this case.
Or, if you haven't found pbms by Ben Garney, you can find it here.
10/05/2007 (7:58 am)
I am afraid it's not clear for me what you're meaning by the server on the internet. Are you trying to show the list of the game servers in the web browser? That will be possible. But if you want the client to choose a game server from the list and click some interface on the web browser to join the game, you'll need to use ActiveX. But if you just want your own master server which is web based, that will be possible. Like GG master server, Web based master server will send the list of game servers to the clients. The clients will find and join the game through Torque interface in this case.
Or, if you haven't found pbms by Ben Garney, you can find it here.
#5
@All - As I understand it, to do the above, I need also to run my own master server - is that way PBMS is?
So I will end up with:
* PBMS holding a list of game servers - which will be just one, my game server
* My game server (on a static IP address so it can be added to the PBMS)
* Clients around the internet that are set up to quiz my own PBMS, and join through it?
I am right, or way off?!?! ;)
10/05/2007 (10:01 am)
@Stephen - thanks, I have my own server and can open ports etc on the firewall. I thought I would be able to install my game on that server, and then run the same as a client and connect to the server (along with other folk).@All - As I understand it, to do the above, I need also to run my own master server - is that way PBMS is?
So I will end up with:
* PBMS holding a list of game servers - which will be just one, my game server
* My game server (on a static IP address so it can be added to the PBMS)
* Clients around the internet that are set up to quiz my own PBMS, and join through it?
I am right, or way off?!?! ;)
#6
If (hypothetically) you plan on one server, and have the ports opened up through your firewall, etc., you could hard code the connect address on the client and bypass a master server completely.
Of course, this isn't very flexible, but it's a way to test things out.
10/05/2007 (10:05 am)
That's one strategy sure, but all a Master Server really does is to supply an ip address and a port number (along with some esoteric firewall penetration strategies that are designed for "home hosted" games) to the client so they know where to connect.If (hypothetically) you plan on one server, and have the ports opened up through your firewall, etc., you could hard code the connect address on the client and bypass a master server completely.
Of course, this isn't very flexible, but it's a way to test things out.
#7
10/06/2007 (3:07 am)
That would sort me out for now, as a first step. Is there any documentation available for hardcoding the connect address? Can you use a domain name instead of an IP address in the connect to cope with server changes, etc?
Torque Owner game4Rest
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1. When any game server is created, it will report to the web based master server.
2. Web based master server saves the game server information, including IP address, in the DB.
3. By using scheduler, periodically, asks game servers to send back heart beat.
4. Saves heart beat time in the DB.
5. Compare the current and last heart beat time. If the difference between the heart beat time is beyond
the established criteria, drop that game server.
6. If any client requests game server list, web based game server, after doing some query, sends back the
game server list.
7. If the client chooses a game server to join, send the client address to connect.
8. If the client join the game server, update the game server information in the DB. ie. player count.