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[MUD-Dev] Re: Multi-Server games



MH wrote:
> 
> Just keep the player/object on the original server until the new server
> verifies that it has taken possession of the player/object.  Something
> along the lines of:
> 
> The international highway:
> 
> You see a signpost here, marking where Bubbaland leaves off and
> Boffoworld begins.

Maybe a silly question, but I haven't found the reasonable solution yet:

OK, you have the multiple servers and distributed world now, but where
do you connect to next time, after you've crossed the world borders?

There are at least two possible answers:

- Keep the entry point the same and just route the requests to the
remote world, thus increasing overhead
- Change the entry point, complicating the client (which may not allow
it at all, like applet)

Any comments?

> Michael Hohensee       michael#mainstream,net

-- 
Still alive and smile stays on,
Vadim Tkachenko <vt#freehold,crocodile.org>
--
UNIX _is_ user friendly, he's just very picky about who his friends are




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