| Dameon |
Apr 29th, 2005 10:28 PM |
Managed Peer-to-Peer Framework
I have been considering for some time now how to implement an efficient, distributed network protocol that works to abstract the management of object states in a way determined by some simple flags and some more advanced overloaded methods. That was a mouthful. Put simply, I intend to take the load off the server by routing packets between clients while still keeping it authorative. A class that needs to be passed around in this fashion will inherited from a hefty base class for the purpose. Some of the important aspects include access control (Only the player can modify his Health) and auditing (He should have modified his health because of combat) Rather than post the nitty gritty at this moment, I am interested to see who else is interested in this topic.
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