Multi-server hubs?
Posted: Wed Mar 19, 2014 2:45 am
This thought has crossed my mind for some time. Originally, I was conceiving a way to deal with the "hub problem" (which is to say, to make hubs transfer items between hub centers) and while it technically does not do that, it does address several other problems.
In a nutshell, the idea is to make the central hub on one server and all of the maps connected to the hub on several or one other server. When players travel to another map, the central server sends the destination server a packet with the map to be loaded, player inventory, and the player info and current state. If there are multiple servers (3 or more) the main server sends the player to the corresponding server with the correct map (or sending the map to be loaded if there is no server with the map currently loaded) along with the player's inventory and current state. In the event that the server must change map with players still in it, the server either 1) changes the map with the players still in it (hexen style map change) or 2) refuses to load the map pending conditions. (probably 50% or more of the players trying to change to that map) Once the player connects to the other server it's business as usual until they return to the central hub. The "outside" server would then send the player back to the central hub. Now when the hub changes, the central server can either 1) preconfigure all of the maps to be used with the hub on the other server(s) or 2) load them individually as needed.
Loading them individually allows the players to play on several different maps at the same time without the need for the retarded Hexen style forced map change every time somebody wants to go back or starts trolling. These types of multi-server configurations would also lot modders and mappers make huge conglomerate maps without fear of using up too much map space and causing most server related issues with huge map sizes.
Now, other than the work involved, does anyone perceive any potential problems with this particular idea?
In a nutshell, the idea is to make the central hub on one server and all of the maps connected to the hub on several or one other server. When players travel to another map, the central server sends the destination server a packet with the map to be loaded, player inventory, and the player info and current state. If there are multiple servers (3 or more) the main server sends the player to the corresponding server with the correct map (or sending the map to be loaded if there is no server with the map currently loaded) along with the player's inventory and current state. In the event that the server must change map with players still in it, the server either 1) changes the map with the players still in it (hexen style map change) or 2) refuses to load the map pending conditions. (probably 50% or more of the players trying to change to that map) Once the player connects to the other server it's business as usual until they return to the central hub. The "outside" server would then send the player back to the central hub. Now when the hub changes, the central server can either 1) preconfigure all of the maps to be used with the hub on the other server(s) or 2) load them individually as needed.
Loading them individually allows the players to play on several different maps at the same time without the need for the retarded Hexen style forced map change every time somebody wants to go back or starts trolling. These types of multi-server configurations would also lot modders and mappers make huge conglomerate maps without fear of using up too much map space and causing most server related issues with huge map sizes.
Now, other than the work involved, does anyone perceive any potential problems with this particular idea?