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#Actualriuthamus

Posted 10 October 2012 - 11:59 AM

Well, i am no stranger to networks, however I am a stranger to code in relation to networks.

Often when a site is down it could many things, in the case of servers for wow and other such games, players reclick and reclick to gain access and in a sense are creating a dos attack on the server ( making the problem worse ). There is nothing you can do to fix that except for create a system that could possibly deal with that. ( not saying that I would be able to even do that, just spitballing at this point )

Our setup will require the player to authenticate to a centralized account server, from there you will gain access and that can be handed off to whatever the privately hosted servers are. We are not making an MMO, so that is where the tricky part comes in. Our authentication server will be on the opposite side of where most servers will be hosted ( since they are privately ran ), this creates a unique problem since you need to verify the player is legit and then pass them off back to the server that they are attempting to join. Location may not be as much of an issue as security is. As we all know, increased security creates issues with time and resources which can result in the lockout ( which is my main fear ). My desire is to find out the best practice to handle this. Throw some ideas around and see if people have a better approach than simply setting up a server that passing information along.

Maybe that is just it, that is the only way to do it! I personally do not know as I have never made a game that had to authenticate to a server that was not part of the game server.

Here is an example of what I am saying:
Posted Image

#1riuthamus

Posted 10 October 2012 - 11:38 AM

Well, i am no stranger to networks, however I am a stranger to code in relation to networks.

Often when a site is down it could many things, in the case of servers for wow and other such games, players reclick and reclick to gain access and in a sense are creating a dos attack on the server ( making the problem worse ). There is nothing you can do to fix that except for create a system that could possibly deal with that. ( not saying that I would be able to even do that, just spitballing at this point )

Our setup will require the player to authenticate to a centralized account server, from there you will gain access and that can be handed off to whatever the privately hosted servers are. We are not making an MMO, so that is where the tricky part comes in. Our authentication server will be on the opposite side of where most servers will be hosted ( since they are privately ran ), this creates a unique problem since you need to verify the player is legit and then pass them off back to the server that they are attempting to join. Location may not be as much of an issue as security is. As we all know, increased security creates issues with time and resources which can result in the lockout ( which is my main fear ). My desire is to find out the best practice to handle this. Throw some ideas around and see if people have a better approach than simply setting up a server that passing information along.

Maybe that is just it, that is the only way to do it! I personally do not know as I have never made a game that had to authenticate to a server that was not part of the game server.

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