MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
Re: [MUD-Dev] Multilevel server concept
Draymoor wrote:
> B: It contains it's own game loop in which it can keep players if the world
> server is down for reboot or crashes. This keeps the player's connections
> alive and gives them somewhere to talk to each other.
I suppose if one of the router servers goes down then it would result in
something much to the tune of a net split on IRC. If you add a custom coded
client to the picture, however, it could automaticly connect to the next router
server on the list with the least amount of lag.
.tochiro
--
Hi! I'm a .signature virus! Copy me into your ~/.signature to help me
spread!
_______________________________________________
MUD-Dev mailing list
MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- [MUD-Dev] Polls at Kanga.Nu,
claw claw#kanga,nu, Fri 07 Apr 2000, 02:58 GMT
- [MUD-Dev] Multilevel server concept,
Draymoor fibhufky#erols,com, Thu 06 Apr 2000, 19:23 GMT
- [MUD-Dev] Article on WoC's 'Open Sourcing' D&D in Salon,
Christopher Allen ChristopherA#Skotos,net, Thu 06 Apr 2000, 18:55 GMT
- [MUD-Dev] Schmuse,
J C Lawrence claw#kanga,nu, Thu 06 Apr 2000, 05:44 GMT
- Re: [MUD-Dev] Object and class heirarchies -- are they reallynecessary?,
Brandon J. Rickman dr.k#pc4,zennet.com, Wed 05 Apr 2000, 21:32 GMT
[ Other Periods
| Other mailing lists
| Search
]