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Re: Network Multiplayer (Multi-human players)

PostPosted: 03 Nov 2014, 05:05
by Rob Cashwalker
We can put it on cardforge.org of course...

It would be really cool if it could be hosted on multiple servers which keep each other updated.

Re: Network Multiplayer (Multi-human players)

PostPosted: 03 Nov 2014, 07:25
by elcnesh
I have some domain names (external hosting, which includes php and sql) which we could use :) But of course cardfore.org makes the most sense ;)

Re: Network Multiplayer (Multi-human players)

PostPosted: 03 Nov 2014, 15:52
by drdev
cardforge.org is the first thing I thought of, but it doesn't seem to have PHP and MySQL support from what I could tell. I tried connecting to it using WebMatrix with my FTP credentials that I use for publish Android builds, but it was returning that cardforge does not support PHP.

If that's not the case, could somebody tell me how to publish PHP to and create a MySQL database on cardforge?

Re: Network Multiplayer (Multi-human players)

PostPosted: 03 Nov 2014, 16:02
by friarsol
drdev wrote:cardforge.org is the first thing I thought of, but it doesn't seem to have PHP and MySQL support from what I could tell. I tried connecting to it using WebMatrix with my FTP credentials that I use for publish Android builds, but it was returning that cardforge does not support PHP.
Probably just your credentials are only setup for FTPing. If you goto the cardforge website, the index redirects you to /index.php and I'm pretty sure the Mantis Bug Tracker (that we tried to use for a little bit) requires a Database (which is probably MySQL)

Re: Network Multiplayer (Multi-human players)

PostPosted: 03 Nov 2014, 17:11
by Fizanko
Please, make that tracking of players by a server/database/whatever something optional and not forced on players that may not agree to being tracked by a server while playing Forge.

Re: Network Multiplayer (Multi-human players)

PostPosted: 03 Nov 2014, 20:03
by drdev
Fizanko wrote:Please, make that tracking of players by a server/database/whatever something optional and not forced on players that may not agree to being tracked by a server while playing Forge.
It will be optional. As I've designed it in my head, you can either enter an IP address manually, post a game to this "server" for others to find, or click on one of those postings to challenge someone who already created a game. There will be no login required, and the only thing that will ever be shared if you create a game is your IP address, player name and avatar, and game format information. If you choose to join a game someone else posted, then this information will only be sent to that person and not the "server".

Once a game has its players, the "server" no longer plays a role. Instead, one player's machine will act as the game server that the others will communicate with via sockets.

Does that make sense?

Re: Network Multiplayer (Multi-human players)

PostPosted: 03 Nov 2014, 20:33
by elcnesh
Sounds good! The only other thing I think we should communicate is the Forge version number, to prevent mixed versions causing crashes in network games :P

Re: Network Multiplayer (Multi-human players)

PostPosted: 04 Nov 2014, 00:33
by drdev
elcnesh wrote:Sounds good! The only other thing I think we should communicate is the Forge version number, to prevent mixed versions causing crashes in network games :P
Yeah, I was planning to prevent playing against someone who's not on the same major version as you. Or maybe just disable network support unless you're on the most recent major version (it'd be a nice way to encourage people to update).

Re: Network Multiplayer (Multi-human players)

PostPosted: 05 Nov 2014, 05:06
by Rob Cashwalker
drdev wrote:cardforge.org is the first thing I thought of, but it doesn't seem to have PHP and MySQL support from what I could tell. I tried connecting to it using WebMatrix with my FTP credentials that I use for publish Android builds, but it was returning that cardforge does not support PHP.

If that's not the case, could somebody tell me how to publish PHP to and create a MySQL database on cardforge?
As friarsol postulated, it's a different set of credentials for mysql access. PHP should execute from just about any folder. Send me a PM to discuss what you need.

Re: Network Multiplayer (Multi-human players)

PostPosted: 07 Nov 2014, 20:22
by drdev
Rob Cashwalker wrote:
drdev wrote:cardforge.org is the first thing I thought of, but it doesn't seem to have PHP and MySQL support from what I could tell. I tried connecting to it using WebMatrix with my FTP credentials that I use for publish Android builds, but it was returning that cardforge does not support PHP.

If that's not the case, could somebody tell me how to publish PHP to and create a MySQL database on cardforge?
As friarsol postulated, it's a different set of credentials for mysql access. PHP should execute from just about any folder. Send me a PM to discuss what you need.
I sent you a PM a few days ago but haven't heard back. Just following up on here in case you never got my PM.

Re: Network Multiplayer (Multi-human players)

PostPosted: 21 Dec 2014, 17:19
by MIC132
What is the current progress on this feature?

Re: Network Multiplayer (Multi-human players)

PostPosted: 24 Jan 2015, 12:45
by Hikarius
Hello, I want to try programming Network Multiplayer for Forge can anybody give me your sources of last developments in this case that I can branch your code and did not start from scratch ? (sorry for my bad english)

Re: Network Multiplayer (Multi-human players)

PostPosted: 26 Jan 2015, 12:23
by Max mtg
Has anyone written a multiplayer engine yet? :)

Re: Network Multiplayer (Multi-human players)

PostPosted: 26 Jan 2015, 12:25
by elcnesh
Nope. Also I don't have anything to add to the svn right now. Maybe Dan does, but otherwise I'd say: go ahead with experimenting on HEAD :)

Re: Network Multiplayer (Multi-human players)

PostPosted: 26 Jan 2015, 15:51
by drdev
I am not actively working on anything beyond the TrackableObject stuff that's already done. So anyone interested in working on this should feel free to do so off of the code currently in trunk.