[MUD-Dev] Codebase Ideas

Aaron Mitchell aaron at fate.net
Fri Feb 18 10:02:04 New Zealand Daylight Time 2000


On Thu, 17 Feb 2000 punitac at prodigy.net wrote:
> First off, does anyone have advice on how I should do
> the central server?  What I wanted it to do was have it
> so every mud when up would be logged into the central
> server, and always be connected to it.  Any advice on
> how you guys and girls think I should do this would be
> great.

One thing to keep in mind is that if you are strictly adhering to the telnet
protocol, you can't transparently transfer a client from one server to
another.  If you had a proprietery socket connection between each mud "node"
and the central server, you could just have the server relay all information
from the current node the client is on to the client.  This would make
programming the nodes much easier, but increase the amount of bandwidth used
(node -> server, server -> client, and back again).

> Also, can you take someone's connection, and transfer it
> to another mud?  without doing something like making a
> telnet client just for our mud?  I'd like it to be
> possibly to have any telnet client let you log into the
> mud, and while we do have plans for making a client just
> for our mud, that won't be for a long time.  The thing
> is, I only want muds conncected to the main server, and
> players connect through their muds, when they switch
> muds, their connection would get sent to another mud.
> This is pretty important to me.

Unless you wrote you own client protocol, you wouldn't be able to do this
unless you tried something like the method I mentioned above, by piping all
data from each node server through the central server to the client.
Another benefit with this method is how easy it would be to synchronize data
between the node servers and the central server, since they wouldn't need to
use telnet or ascii as the protocol.

Overall it sounds like a good idea, I've heard people talk about a multi-mud
gateways but haven't seen a good implementation yet (not that I've looked
for one).  Another really important feature I think would be  good
player-data synchronization, or a model that allowed the player data to be
isolated to each mud node (requiring no or very little player data
synchronization).

Aaron M.
aaron at fate.net





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