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PostPosted: Mon Jul 24, 2006 4:41 pm 
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Code:
Difficulty: Medium 3/5

This tutorial is designed to show you how to put a buffer system in your game. Why would you want to do that? Think about it. When a player connects, there are a series of messages sent to that player, and in Mirage, they are sent one right after the other.. If you have large maps, or you have a bunch of items/npcs/spells/etc., the server will send all that data to a user who is connecting.. For small games with small sized maps, this isn't a problem.. Lag is minimal. However, for games with tons of items, spells, etc., you will experience lag when another player connects.

Okay, now introduce a buffering (queue) system.. The server form has a timer that calls a subroutine that is solely responsible for dropping the size of the queue. How does the queue get filled? Instead of immediately sending any data to a player, you make the server add it to the queue. The server then hits the timer's interval, calls the subroutine to drop the queue, which sends messages to each user that is waiting for those messages. The subroutine will go through all connections, check the queue, and deliver messages to each user up to a predefined size limit for each user.. (This tutorial limits that size to 32K per user, per loop, but you can easily customize that limit.)

All that said, I must say that I have only tested this buffer system with one connection, so it might need some work, which is why I set the difficulty at 3.. Some of you might think the difficulty should be 5, but that's why I'm going to tell you this: BACKUP YOUR SERVER BEFORE ADDING THIS TUTORIAL.

Now, on with the tutorial..

Files to Modify

      [*]frmServer.frm
      [*]modGeneral.bas
      [*]modServerTCP.bas
      [*]modTypes.bas[/list:u]*** In addition to the above files, you will need to change any line from:

      Call CloseSocket(<whatever variable is used... Index, i, etc.>)

      to:

      QueueDisconnect(<same variable name... Index, i, etc.>) = True



      [size=18px]frmServer.frm
      FrmServer is where timers and sockets are stored.. I don't like to do this, but my tutorials are based on the already existing code in the Mirage Source, not redoing the whole thing.. :P So...

      Add a timer to the form named: tmrStartMsgQueue with an interval of 100. Then, in the code of frmServer, add the following code:

      Private Sub tmrStartMsgQueue_Timer()
        Call SendQueuedData
      End Sub



      [size=18px]modGeneral.bas
      ModGeneral is where general stuff happens.. The server is initialized here, the AI is in here, etc.

      Add the following code somewhere:

      Sub SendQueuedData()
        Dim i As Integer, n As Long
        Dim TmpStr As String
       
        For i = 1 To MAX_PLAYERS

          TmpStr = ""
          With ConQueues(i)
            If Not .Lock Then
              If frmServer.Socket(i).State <> 7 Then
                .Lines = ""
              End If
              If Len(.Lines) = 0 And QueueDisconnect(i) = True Then
                Call CloseSocket(i)
                QueueDisconnect(i) = False
              Else
                If Len(.Lines) > 0 Then
                    If Len(.Lines) < MAX_PACKETLEN Then
                      TmpStr = .Lines
                    Else
                      TmpStr = Left(.Lines, MAX_PACKETLEN)
                    End If
                    .Lines = Right(.Lines, Len(.Lines) - Len(TmpStr))
                End If
              End If
              If Len(TmpStr) > 0 Then
                Call frmServer.Socket(i).SendData(TmpStr)
              End If
            End If
          End With
        Next
        DoEvents
      End Sub


      In Sub InitServer
      After this code:

          ' Init all the player sockets
          For i = 1 To MAX_PLAYERS
              Call SetStatus("Initializing player array...")
              Call ClearPlayer(i)
             
              Load frmServer.Socket(i)

      add this code:

              ConQueues(i).Lines = "" 'Initialize the lines.



      [size=18px]modServerTCP.bas
      ModServerTCP handles the data being sent from/received to the server.

      In Sub SendDataTo()
      Change this code:

          If IsConnected(Index) Then
              frmServer.Socket(Index).SendData Data
              DoEvents
          End If

      to this code:

          If IsConnected(Index) Then
              With ConQueues(Index)
                .Lock = True
                .Lines = .Lines & Data
                .Lock = False
              End With
              'DoEvents
          End If



      [size=18px]modTypes.bas
      ModTypes is where all the data types are stored, and other stuff...

      Under this code:

      Type GuildRec
          Name As String * NAME_LENGTH
          Founder As String * NAME_LENGTH
          Member(1 To MAX_GUILD_MEMBERS) As String * NAME_LENGTH
      End Type

      add this code:

      Type ConDataQueue
        Lock As Boolean
        Lines As String
      End Type

      Public ConQueues(MAX_PLAYERS) As ConDataQueue
      Public Const MAX_PACKETLEN As Long = 32768 'About 32K
      Public QueueDisconnect(MAX_PLAYERS) As Boolean



      This was tested in a vanilla Mirage Source 3.0.3. So, if you add this to your game, and I only tested this with one player connected.. (I don't have a bunch of users, cause I don't run a Mirage server.. :P) Anyways.. Just like any other tutorials on here... BACKUP YOUR SOURCE!!! I said it twice, now... Hopefully you will take my advice..

      It is also possible that I failed to put something in here.. In the event that you find that I forgot something, or you tried this in a vanilla server and it didn't work.. Please post here, but I'm pretty sure I remembered everything.. :)




this is the whole tut, i added it, and now i get this error:

RTE 340

Control Array elemt "1" doenst exicst

and highlights:

Code:
If frmServer.Socket(i).State <> 7 Then


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PostPosted: Mon Jul 24, 2006 5:49 pm 
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Check the definition of frmServer.socket(i) in your source code. Is the first element in the array number 0 or number 1? In the case it's number 0, you need to change for i = 1 To MAX_PLAYERS to i=0


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PostPosted: Mon Jul 24, 2006 5:56 pm 
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Dave wrote:
Check the definition of frmServer.socket(i) in your source code. Is the first element in the array number 0 or number 1? In the case it's number 0, you need to change for i = 1 To MAX_PLAYERS to i=0



doesnt work :/


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PostPosted: Mon Jul 24, 2006 5:57 pm 
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Joined: Mon May 29, 2006 1:40 pm
Posts: 430
That section is probably being called before you initialize the sockets.


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PostPosted: Mon Jul 24, 2006 5:59 pm 
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Misunderstood wrote:
That section is probably being called before you initialize the sockets.


but its being called by a timer :O


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PostPosted: Mon Jul 24, 2006 6:16 pm 
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so?


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PostPosted: Mon Jul 24, 2006 6:33 pm 
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Misunderstood wrote:
so?


ok, now i can start the serevr, but if someone connects i get the same error

(i had to change 0 to max_players to, 0 to high_index)


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PostPosted: Tue Jul 25, 2006 12:53 pm 
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no help :/


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PostPosted: Tue Jul 25, 2006 5:36 pm 
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It's one of your past modifications that's interfearing with the tutorial. Sorry... but no one really can help...


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PostPosted: Wed Dec 08, 2021 8:12 am 
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PostPosted: Thu Oct 13, 2022 3:11 am 
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