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tom-weiland avatar tom-weiland commented on May 10, 2024

Well due to the fact that client IDs are a ushort, there's going to be a limit of 65535 clients anyways, but you'll almost certainly hit hardware and bandwidth limitations long before you reach that.

What are you trying to use this for that requires (and could theoretically handle) unlimited clients?

from riptide.

ClonkAndre avatar ClonkAndre commented on May 10, 2024

I'm trying to write a master server where users can register their own server to. And the master server lists all the servers currently registered and gathers their ping and some informations. So i think a master server shouldn't have any max clients limitations i guess, because the master server should obviously list all the servers available.

I also wrote a launcher wich should later be connected to the master server and list all the server available in the launcher.

I'm not sure if this is the right way to create a master server tho. Do you think this is the right approach?

from riptide.

tom-weiland avatar tom-weiland commented on May 10, 2024

If you just want a server list, you should probably use a web server or something for that. No need for fast UDP transfer if that's all you're trying to do.

Also, you'd probably end up with multiple master servers for various regions, as listing every server in the world for users in completely different regions wouldn't make much sense. If you need more than 65k connections at once (assuming you have the resources for it, which is unlikely in more general game-server use cases), you could also create a second instance of the Server class and use that to listen on a separate port.

from riptide.

ClonkAndre avatar ClonkAndre commented on May 10, 2024

Yeah you're right. I'll see what i can do about that. Thanks for the idea with multiple master servers for various regions, i haven't thought about that to be honest.

from riptide.

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