jwocky wrote:Well, yeah ...
a short look and you have all the relays and crossfeeding and basically a static package size that has to be also applied on the client-side. See, one of the problems is, in the current "official" infrastructure, that someone logs into lets say server4 and server4 has to send all his data forward to a relay which then sends it forward to all other servers. Which most of the time works, sometimes not, which is the reason, you can see sometimes someone on some servers and not on others (aside of the blacklisting mechanism, that is another story).
So, if you are for example in server4 and the guy you are playing combat with is in server5, every little maneuver has to be sent from ->relay-server->5 and the same way back. I really think, we need to invest first a little brain-grease here before we start to change code (which btw would also mean to change at least the MP part in the client). Maybe we even need to experiment a little more.
J.
Wow, it's a really weird framework. Frankly speaking, I don't know anything about fgms, but from my own experience, you cannot sync this way, the latency (even if the 2 servers share the same provider/cloud) is to hi for a real-time game.
Perhaps could you rethink about fgms as a backend app (cgi,mod,whatever), some Apaches-like at the front, but even so, I don't think you can avoid latency if 2 users share the same space/time on 2 different servers, ie 2 different fgms instances (imagine Server1[1000users] <=> Server2[2users]).
The only workaround would be to share the data through the same diskspace, whether networked or not. Or thinking about a small EC2 farm, but of course, it will cost a bit.
My 2 cents, ... will get fgms soon in order to take an eye ..
CU
Val.