Comments (4)
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.
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.
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.
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.
Related Issues (20)
- Feature Request | Simulating Fake Ping HOT 3
- Unhandled SocketException while Client with no Internet Connection tries to connect to the server. HOT 2
- Feature Request | Message.Reserve & Message.Insert methods HOT 5
- Client instance getting timed out after reconnecting
- Connection Times out for no reason HOT 1
- [API Proposal]: Add listenAddress parameter to Server classes HOT 2
- Steam transport prints "No message handler method for message ID" but doesn't when using regular UDP transport HOT 1
- "only one socket address is normally permitted" HOT 5
- Client not notified about external rejections HOT 1
- Already connected rejection results in an "unknown reason" log
- Message only contains 62032 unread bytes, which is not enough to retrieve 127568 bytes HOT 1
- NullReferenceException when trying to get a server's currently connected clients.
- Can't use riptidenetworking namespace.
- ios device as clients cannot connect a PC as server HOT 3
- How can we transfer picture type message between server and client? HOT 5
- TCP sending data, receiving less than added
- Not ticking/Updating while not focused HOT 1
- Feature request | Packet Flooding Countermeasures HOT 2
- Monitoring Socket Buffer Usage HOT 2
- Timeout Time For Individual Connections HOT 1
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from riptide.