On Fri, Mar 01, 2013 at 08:56:04PM -0500, Andrew Sillers wrote: > Also, I just realized that Websockify can server Web content with the --web DIR > option. This means that (if we want), a Vanilla Netrek server could act as Web > host to serve the HTML5 client and as a Websocket server to directly handle > Websocket traffic from the client. We tend to use Apache at the moment for that. The server generates an event blog and player scores to configured HTML directories. > > Incidentally, if you look at http://netrek.nodester.org, I've added the > beginnings of a tutorial. I've included basic moving and shooting controls, but > I've run into the problem that any advanced instruction requires other people > on the server: specifically, getting kills to enable carrying. I suppose the > existing bots could work for this, but it seems regrettable that I must ask a > newbie to score a kill before he can learn about how winning the game actually > works. > > I've also added Xbox 360 gamepad support for Chrome in the Github repo (it's > really neat!), but I haven't pushed it to Nodester yet because their service is > on the fritz at the moment. > > Andrew > > > On Fri, Mar 1, 2013 at 8:40 PM, Andrew Sillers <apsillers at gmail.com> wrote: > > My proxy is a simple Websocket-to-TCP proxy, which can easily be run on the > same machine as the actual server. The proxy code is largely a reinvention > of Websockify (https://github.com/kanaka/websockify), which I didn't know > about when I started coding this a year ago. Websockify actually would be > perfect for this task. If you look in their Github README, you'll see: > > > websockify has the ability to launch a program on the local system and > proxy WebSockets traffic to a normal TCP port owned/bound by the program > > which means that you could run `./websockify 16446 localhost:2592` on your > server, and now any incoming Websocket traffic will be routed as plain TCP > to port 2592. > > I really *should* be using Websockify, because their error-handling support > is much more robust, and it would remove a dependency on Node.js. > (Websockify is plain C, which makes it perfect for packaging alongside the > rest of the server code.) I'll need to rewrite a few things to make the > code play nice with Websockify, but I think I'll do that shortly and get > rid of the need for my custom proxy altogether. > > Andrew > > > On Fri, Mar 1, 2013 at 5:17 PM, James Cameron <quozl at us.netrek.org> wrote: > > On Fri, Mar 01, 2013 at 02:49:05PM +0100, Sven Neuhaus wrote: > > Hi Andrew et al, > > > > this project is highly interesting. With the advent of WebRTC and > > RTCDatachannel browsers can now use UDP peer2peer communication, > which > > will be a great boost for lag sensitive games such as netrek. > > > > It would be even better if we had an alternative protocol for netrek > > (that the server also understands) so that no proxy is necessary for > web > > clients. > > Agreed. While UDP was once needed to optimise networks with loss and > reordering problems, modern networks are much better. So a new > protocol with better compatibility for the web client sandbox > environment would be helpful. The payload need not change, but the > transport can. > > Alternatively, the proxy can be integrated into the server program set. > > -- > James Cameron > http://quozl.linux.org.au/ > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > > > > -- James Cameron http://quozl.linux.org.au/