- multiple worlds
This would probably be the easier and guaranteed to work approach, even though it wouldn't really be distributed.
Imho, it wouldn't matter too much if the inventories of the players were different per-world (it could even be an optional thing, since bringing things from one place to another might not be wanted by the admins.. and maybe the mods from one world are not compatible with the other), but I think the central authentication system is a must because asking for a password somewhere else than the main menu would open the door to phishing and security exploits.
it is distributed - but on a higher level ;)
- proxy server:
one or serveral proxy servers which are connected to the normal minetest servers - this would be a minimalistic approach which would need no or minimal changes within the minetest code.
- proxy server:
one or serveral proxy servers which are connected to the normal minetest servers - this would be a minimalistic approach which would need no or minimal changes within the minetest code.
I don't understand well that option.
How would the player move from one world to another when using a proxy server? And how do you do it without changes to the minetest client? the only way I can think of would be if you assigned different sectors of the world to each server but that would be too complex and would give limited results. You would actually need the client to disconnect and then reconnect to the world to switch properly, I don't think there's an API for that (which wouldn't be very different from the "cross-server teleport" API), they would have to log again manually, at that point they might as well just switch the server manually.
Ferk wrote:I thought you couldn't just start sending different data to the client just like that, can you? Wouldn't there be a lot of things breaking? like.. chunks that were cached in the client being remembered whereas the new server has them different. Also since for the client the server didn't change it will be mandatory to manipulate its inventory. Would the proxy be able to clean all that up?
Or maybe the client is way dumber than I expected and doesn't really keep much of a saved state.
Ferk wrote:And mods that affect the HUD? or player properties (gravity, etc).. I think it will get more complicated the more stuff gets handled by the client (which hopefully will be more in the future, since this reduces server load).
Ferk wrote:I still think it's better the teleport API. It requires changes in the client but it'll be cleaner and more efficient (without a proxy in the middle) and reliable (what if the proxy server is down? the whole thing won't work even if the other servers are up, that's not very decentralized anymore).
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