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Question by TalismanSkulls · Aug 30, 2012 at 12:45 AM · latency

How the heck to Kill the Lobby System.

OK here is our issue as basic and to the point as i can get.

OK now i understand the issue but not how to solve it, right now its (the game we want to create) using a lobby system... where the host of the game becomes the vertex of the game... we need to change it to where the game is and always hosted by the sever... w/o a lobby system.

Basically what is occurring is that when the new game button is pressed (by you, me etc to get in the game environments) it creates an instance of the game on the server "hosted by the one who started the game".

We need to change it So no one hosts the game, Just the server.

The world can be on our individual computers, thats a preference for performance... but the game needs to be dedicated and hosted as "game on server": not "the one who started it."

We got the images.. we know what needs to be done... We are just trying to figure out how to alter the code to get it done.

We need this code instruction step by step and clearly defined.

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avatar image Bunny83 · Aug 30, 2012 at 03:07 AM 0
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It's still not clear what you want. What's your actual issue? You need a server somewhere. Either you have a serverfarm where you can run 20 servers all the time (like a lot of games do that have a lobby, like L4D), or your players host the server. Specify what you mean by server. You said "it creates an instance of the game on the server", which server are you referring to? When a player starts a server, he is the server.

Tell us more what exact behaviour you want (What hardware / infrastructure do you provide if you have any; what happens / should happen when player_A starts a new game; where should the game be hosted)

avatar image TalismanSkulls · Aug 30, 2012 at 03:42 AM 0
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O$$anonymous$$ let me clarify a little more beyond this I just do not understand what the confusion is

point a. Person Logs on to server as point be.(Where the game is suppose to reside) Point c. Person set's to enter environment, has to sign in as host. Point d. visitor sees me a host. To enter world with me they have to join under my hosting. point e. I become the host computer (NOT the Dedicated Server as intended).

$$anonymous$$e------Server------other person

Redirects as

me---other person----------sent through server to my computer, or if they host, me to their computer.

Result------$$anonymous$$y computer and their computer do not run same speed and "Lags"

I do not want to be "Another server" off my desktop I don not want them to be another server off their desk top.

The "DEDICATED SERVER" is to be where me and visitor go for mutual simultaneous access.

Not me on their Computer or them on my Computer as "secondary Servers"

Im being either routed to them or they are being routed to me depending who is defined as host, rather than Hosting staying on the intended server. Why is this so difficult to understand.

Comp 1-$$anonymous$$e Comp 2-Them

Server is a SERVER. Its simply sending me or them to one or the other as if we are one of 20 0ther servers or how ever many are on hosting

That IS NOT what we want.

Its Not Suppose to be a "Server Farm"

Simple like this

$$anonymous$$e------------(me on server/them on server)---------------them

Simple not like this

me/them (sub-server being made on my Desktop )<-------------(Server)--------------->me/them (subserver being made on their desktop) That is Server Far$$anonymous$$g. DO NOT WANT THIS

One Server/One World, me as guest, them as guest. We log into same world, same server not on $$anonymous$$e or their computer. Jeeze.

avatar image Bunny83 · Aug 30, 2012 at 04:18 AM 0
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So if you have one server that runs on some pc somewhere on the internet, what's the problem connecting to it? I got the feeling you have trouble to understand the basic server-client model. Fact is you can't "connect" somehow to a server machine when there is no server running. All you have to do is to start your game on your server machine. Then everyone can connect or leave at any time.

This question is a bit pointless. You ask for step by step instructions to change your game which we don't know. You said you have a lobby system, well there are hundreds ways to realize a lobby system.

This is like i tell you i have invented a very complex math formula and i need to solve it to x, but i won't tell you the formula, i just need a step by step instruction.

Also we still don't know what kind of network system you're using. I just guessed we're talking about the builtin Unity Networing (Raknet), or do you use a third-party server like smartfox or photon?

When you use the builtin networking you always have to start the server somewhere. If you rent a server machine somewhere which you want to use as desicated server, you need to run your game there. Like @beck said, you can run your game in batchmode so it doesn't produce any graphical output.

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Answer by beck · Aug 30, 2012 at 02:51 AM

You can run Unity standalone players with the commandline argument "-batchmode". This is a headless mode without any render output or inputs.

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