[MUD-Dev] Re: Multi-Server games
michael at sparta.mainstream.net
Fri Jun 26 14:47:41 New Zealand Standard Time 1998
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
> walk east (to Boffoland)
<remote server SEGV's>
<local server fails to recieve confirmation of remote server's
acceptance of player>
<local server puts player back where he/she was, takes necessary visual
Suddenly, a great chasm appears between you and Boffoland. You won't be
going *there* for a while...
You swear angrily.
Jo Dillon wrote:
> Doesn't work too well if you're walking along a road between two countries ;)
> Weird forces are no problem if you're teleporting but being blasted into
> your constituent atoms just because you're walking over a bridge or
> through a valley might not go down to well. It would make dealing with
> consistency issues a bit easier though...I might use something along those
> lines if someone's teleporting from one node to another.
> Ben Greear (greear at cyberhighway.net) spake thusly:
> > On Wed, 24 Jun 1998, Jo Dillon wrote:
> > > I haven't decided what to do if a server fails halfway through a transfer
> > > yet; I'll probably have some system for recursive transfers which I'll
> > I'd go for a different kind of atomic: "A strange force of neither man
> > nor beast has disturbed the ether.. Your very atoms spread across the
> > cosmos into infinity.."
> > [click]
> > Travel is dangerous!
> > Ben Greear (greear at cyberhighway.net) http://www.primenet.com/~greear
> > Author of ScryMUD: mud.primenet.com 4444
> > http://www.primenet.com/~greear/ScryMUD/scry.html
> > --
> > MUD-Dev: Advancing an unrealised future.
> MUD-Dev: Advancing an unrealised future.
Michael Hohensee michael at mainstream.net
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