Jump to content
Posted 20 December 2012 - 04:38 AM
Posted 20 December 2012 - 01:11 PM
Posted 21 December 2012 - 03:03 PM
Thanks for your answer. Are you sure that shared Host will take effect on Game play ? Becoz it is only transfering the connected servers ips to the users, thats what I know. Basically a php file gets pinged from a dedicated server that users open , then it holds this data with a regular ping back and transmit this users ip to the players. Users onlygets the ip info and clicks to connect to the other users dedicated server. So no playing in the server.
Posted 26 December 2012 - 02:30 PM
Okay, if you're only using is as master server then this would probably be no problem at all.
I was thinking you are setting up your own game server and because the master server is offline also run a master server to make it possible to connect to your game.
One more thing, for reverse engineering you could take a look at wireshark. It's an easy to use packet sniffer, you can take a look at what packets the game is sending and then implement the appropriate reply, then take a look at the next request after that and do the same... and so on. I'm guessing if the packets aren't encryted a master server is probably not using any complicated protocol that is impossible to reverse engineer.
Posted 22 January 2013 - 08:32 AM
The first lobby I did in ASP and runs on IIS. The second lobby I did in C++/enet and runs on a Windows VPS, you can get one for $20/month.