[DGD] Network extensions, LPC interface

Raymond Jennings shentino at gmail.com
Wed Mar 29 10:02:23 CEST 2017


On Wed, Mar 29, 2017 at 12:45 AM,  <bart at wotf.org> wrote:
> On Tue, 28 Mar 2017 21:45:46 -0700, Raymond Jennings wrote
>> Personally I've shied away from UDP in general.  It seems a bit
>> hamstrung with red tape of a sort, especially considering
>> datagram_challenge.
>
> datagram_challenge is part of the datagram channel for binary ports interface,
> but not of the generic udp port interface.
>
>>
>> I'd also like to raise the issue for discussion of us presently
>> living in an "internet of things" where mobile devices across the
>> globe can be sending and receiving packets, and where internet
>> connectivity is not always a sure thing.
>>
>> Just for the sake of discussion...I'd like to ask:  What do you do if
>> you have a client that wants to interact with DGD, but doesn't have
>> the luxury of maintaining a persistent TCP connection?  What do you
>> do if that client loses connectivity and reappears with a new IP address?
>
> For my current 'web interface' code, I use a sessionid which does not depend
> on the client IP, and hence can be used to simply reconnect with the new IP
> and continue where it left off. The server side can queue a limited backlog of
> output/events to cover the loss/re-establishment for situations where this is
> appropriate, or cause 'link-death' in cases where that would be more appropriate.
>
> The biggest issue there is detecting the situation quickly so you don't end up
> with an in-game char which has no link for long enough to have an impact on
> the game-play.

I should probably also point out that the RPG/MUD/RP case is only one
of many possible applications, and when I raised this issue I wasn't
even thinking of RPGs specifically.

An uber-like ridesharing application might also find importance here,
for example.

>
> Bart.
> --
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>
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