![]() |
IOS servers question
I have been playing the different IOS servers such as Era, Zone and Classic.
It has came to my attention that all these servers are set up the same. You can view profile, location of buttons, such as the chat, and grab, etc. All the servers also seem to not have any public baddies. I don't know if this is because IOS servers can't handle it, or the creators wanted the players to thrive on player interactions only. ALTHOUGH, of what I've seen with Delteria, it looks like they are breaking the graal barrier so props to them. My team and I are in consideration of attempting to start an Iphone server. Aside screen size and limitation of looping scripts, what is needed to keep in mind when developing for a mobile device? Because of what I've seen, all the servers are set up the same. |
Most of the are scripting-related and fairly obvious, but I'll re-re-post this here anyway:
Quote:
|
I'm getting the feeling I should use as few timeouts as possible. (sarcastic)
But it looks like what I had in mind in making is out of reach for mobile devices. Do these same principles apply to let's say a facebook server, or perhaps even a html5 (if that ever comes to light with GS3)? |
Quote:
I really don't know much about how powerful the NPC-server is on iPhone servers. I'm sure they're better than the ones the PC servers get, but with so many players you still need to mind what your scripts are doing. Abuse of SQLite especially is going to be a big potential problem on servers with tons of players as the potential for locking problems is huge. I would tend toward player flags even when SQL is a bit more elegant of an approach simply because they scale so much better. Save SQL for the things that would really benefit from it (e.g. guilds). I haven't been involved in iPhone server development for a long time but I would guess that the attitude is still to be very conservative in the use of things like SQL and DB NPCs which don't scale very well. |
Quote:
|
Quote:
I also strongly suspect large SQLite databases are resulting in lots of IO traffic on Era which is causing other scripts that want to do IO to wait and results in the ridiculous locks we see all the time on Era and the other servers on Era's machine. I know Stefan was very upset a few years back about large SQLite databases on Era and blamed them for slow servers. They can cause iowait even in scripts which don't use SQL at all (although this should be lessened since Stefan disabled the option which forces writes to be flushed to disk immediately AFAIK). Nothing wrong with using SQLite, but don't abuse it. Stefan has indicated in the past that he would be willing to set up something like MySQL for iPhone servers, although I never took him up on that offer. |
Quote:
I would also like to hear Stefan's opinions on what circumstances are correct and incorrect for storing data with with SQLite and it's limitations within Graal. I doubt he will respond or see this. Maybe I can catch him in game and direct him to this thread. |
Quote:
Quote:
|
It just seems very tricky to script any kinds of baddies or most level NPCs without having some sorts of looping timeouts.... perhaps I can find ways around small stuff but interactive NPCS are a big part of it?
Maybe it's possible, but I don't have the knowledge to make a baddie check for player, follow it, etc, with out having a loop. |
Quote:
|
Quote:
Baddies should be possible as long as they are efficiently scripted. Most/all of their code would be serverside so you wouldn't need to worry about any additional load on the client. You just need to be extra careful because the server will potentially have so many players so any inefficiencies in scripts get multiplied. |
1 Attachment(s)
Quote:
We heavily use SQL on delteria, but ALL PLAYER INFORMATION is stored on the player, so that this data only has to be used once. We have a migration Database that keeps the players synced with newest Updates. Player Weapon Flags: PHP Code:
PHP Code:
Example: How we use SQL http://i39.tinypic.com/2woma2c.png So from my experience its really important like Chris Vimes said above on how you utilize SQLLite. Important things you should worry/think about. -Abuse the crap out of transitions (they look good on idevice and facebook) PHP Code:
-Keep as much information as you can pertaining to the player on the player. -Use as little particles as possible, although Stefan just recently enabled particle effects on Facebook Client they still work kinda bad. -Utilize onmousedown for clicking on NPCs PHP Code:
-Don't use drop down boxes (Not supported/Removed) -Modify your scrolls to be able to drag with your mouse, making hScrollBar = vScrollBar = "alwaysOff"; they just look bad int he idevice world. These are things we looked out for, I attached a code to this post, which will give your GUI Systems full Touch functionality. // Supported Controls: // onSwipe - Moving finger horizontally // onHold - Holding finger in one place for a long time // onDropped - Stopped holding finger // onTap - Tapping finger quickly // onDoubleTap - Double Tapping! // onFlick - Flicking finger in a direction (scroll-only) Example: PHP Code:
|
Quote:
|
| All times are GMT +2. The time now is 10:10 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.