Multiplayer game

Hi everyone,

I'm in the making of writing a semi-serious multiplayer game and I am now looking towards the most effective solution to it, therefore starting this thread.

The game itself is not network heavy in terms of network usage. Let me explain;

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A client connects to the main server and upon successful authentication he arrives in the game "lobby" where a list of current games and users appear which the clients server of choice maintains. Each game contains one or more clients.

When the client arrives in the lobby he can choose either to join a game or talk to other clients in the lobby.

If the client chooses to join a game he is added by the server to the game and then removed from the lobby. The game is turn-based and proceeds until someone wins.
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That is my main idea. The problem I'm facing is how I should design it with the aspect of easy improving in mind. At first I was thinking of sockets and later on remoting, hence my previous thread. But now I'm not so sure after reading some threads in here and on other places.

I've stumbled upon solutions that uses a web service for the client list and when the user connects he will get a List<> from the web service which contains the IP-adress to all users in the lobby (so a user can make direct connections to another and chat etc.) and another List<> for all games and users connected to them. That seemed like a nice solution until a user disconnects and I want the clients whom it may concern to be notified of it. The web service cannot simply send data to a client, it must be requested.

At least the client part of the game will be made in Windows Forms.

So, as far as I know there is no other way than to go hardcore with sockets, and that's not how I want it. What I really want is something as easy to maintain as remoting with events but with the flexibility and performance of pure sockets. Something in between

Am I lost Is there a golden path I can use Would you share it with me How would you do

Thanks
Viktor


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Multiplayer game

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