Discussion list for Unity developers.
unity-dev at moock.org
Fri Jun 29 10:52:51 CDT 2007
clustering definitely won't be in the final Unity 3. but it's on our
long-term schedule...Unity 4?
colin
Discussion list for Unity developers. wrote:
> Hi Colin,
>
> So clustering may or may not be in the final Unity 3? I'll keep my fingers crossed. :)
>
> Yes, I did resolve my policy port issue. It was a linux thing where only the administrator can open ports below 1024. So I have to run the server with root privileges using the "sudo" command. I'm not a linux expert but I assume it's safe to do that.
>
> thanks,
>
> Derek C
>
> ----- Original Message ----
> From: Discussion list for Unity developers. <unity-dev at moock.org>
> To: unity-dev at moock.org
> Sent: Thursday, June 28, 2007 8:52:45 PM
> Subject: Re: ||unity-dev|| Unity 3
>
> that's all part of clustering, which we have deferred for now. we
> actually started building a lot of the clustering framework a couple of
> years ago, but ran out of time. we had it working in an alpha state for
> a while. earlier this year we decided to rip clustering out in favour of
> doing a solid ActionScript 3.0, NIO, hibernate overhaul. but we still
> have our eye on clustering for the future.
>
> colin
>
> ps. did you resolve your policy port issue? if not, hopefully derek will
> be able to offer some advice tomorow...
>
>
> Discussion list for Unity developers. wrote:
>> Hey Colin,
>>
>> are you guys taking feature requests for Unity 3?
>>
>> If so, I would like to request load balancing and the ability to have the client login once and then be able to send them to any of multiple virtual servers.
>>
>> Thanks,
>>
>> Derek C
>>
>>
>>
>> ----- Original Message ----
>> From: Discussion list for Unity developers. <unity-dev at moock.org>
>> To: unity-dev at moock.org
>> Sent: Thursday, June 28, 2007 7:18:17 PM
>> Subject: Re: ||unity-dev|| Unity 3
>>
>> we're working on it every day now. about a week ago I had an
>> ActionScript 3 library that was working with the server at that time (in
>> a "2.5" state.) but both Derek and I have now undertaken a substantial
>> API overhaul. things are already drastically streamlined and full of new
>> toys, but at this stage neither of us can compile :)
>>
>> we are hoping to be able to compile in a couple of weeks, and then we'll
>> get into all the runtime testing. we would love to release a solid beta
>> this summer, and we're making great progress, so it might just happen.
>>
>> to get you started thinking about the new api, here's a theoretical
>> sample app i used to sketch out some basics...notice that UClient is
>> gone! :)
>>
>> ======
>> package {
>> import flash.display.Sprite;
>> import flash.events.*;
>>
>> public class UChat extends Sprite {
>> var connection:UConnection;
>> var chatRoom:URoom;
>> var chatRoomView:ChatRoomView
>>
>> public function UChat () {
>> connection = new UConnection();
>> connection.addEventListener(UConnectionEvent.READY,
>> readyListener);
>> connection.open("localhost", 9100);
>> }
>>
>> public function readyListener (e:UConnectionEvent) {
>> // Make the chat room on the server (if necessary)
>> chatRoom = connection.getRoomManager().createRoom(
>> "simplechat.chat",
>> true,
>> true,
>> 50);
>>
>> // Register for room events
>> chatRoom.addEventListener(URoom.READY,
>> chatRoomView.readyListener);
>> chatRoom.addEventListener(URoom.JOIN,
>> chatRoomView.joinListener);
>> chatRoom.addEventListener(URoom.LEAVE,
>> chatRoomView.leaveListener);
>> chatRoom.addEventListener(URoom.ADD_CLIENT,
>> chatRoomView.addClientListener);
>> chatRoom.addEventListener(URoom.REMOVE_CLIENT,
>> chatRoomView.removeClientListener);
>> chatRoom.addEventListener(URoom.CLIENT_ATTR_CHANGE,
>> chatRoomView.clientAttrChangeListener);
>> chatRoom.addEventListener(URoom.ROOM_ERROR,
>> chatRoomView.roomErrorListener);
>>
>> // Register for remote "displayMessage" invocations
>> connection.getMessageManager().addMessageListener(Messages.CHAT,
>> chatRoomView.displayChatMessage);
>>
>> // Register for connection events
>> connection.addEventListener(UConnectionEvent.FAILED,
>> chatRoomView.connectFailedListener);
>> connection.addEventListener(UConnectionEvent.CLOSE,
>> chatRoomView.connectCloseListener);
>>
>> // Put the room UI on screen
>> addChild(chatRoomView);
>> }
>> }
>> }
>>
>>
>>
>> package {
>> import flash.display.Sprite;
>> import flash.events.*;
>> import org.moock.unity.*;
>>
>> public class ChatRoomView extends Sprite {
>> var room:URoom;
>>
>> var status:Text;
>> var userlist:List;
>> var outField:TextArea;
>> var inField:TextInput;
>> var sendButton:Button
>>
>> public function ChatRoomView (room:URoom) {
>> buildUI();
>> }
>>
>> public function buildUI ():void {
>> status = new Text();
>> userlist = new List();
>> outField = new TextArea();
>> inField = new TextInput();
>> sendButton = new Button();
>>
>> addChild(status);
>> addChild(userlist);
>> addChild(outField);
>> addChild(inField);
>> addChild(sendButton);
>> // etc...
>>
>> sendButton.addEventListener(Event.BUTTON_DOWN,
>> buttonDownListener);
>>
>> status = "Initializing chat room...";
>> }
>>
>> public function readyListener (e:URoomEvent):void {
>> join();
>> status = "Joining chat room...";
>> }
>>
>> public function joinListener (e:URoomEvent):void {
>> status.text = "Chat room joined.";
>> }
>>
>> public function addClientListener (e:URoomEvent):void {
>> // Insert into UI
>> userlist.add(getUserName(e.getClient()),
>> e.getClient().getID());
>> }
>>
>> public function buttonDownListener (e:Event):void {
>> sendMessage(Messages.CHAT,
>> true,
>> outField.text);
>> }
>>
>> public function displayMessage (client:Client, msg:String):void {
>> inField.appendText(getUserName(client) + ": " + msg + "\n");
>> }
>>
>> public function getUserName (client:Client):void {
>> var username:String = client.getAttribute(null, "username");
>> if (username == null) {
>> username = "User" + client.getID();
>> }
>> return username;
>> }
>>
>> public function connectFailedListener (e:UConnectionEvent):void {
>> status.text = "Connection to Unity failed.";
>> disableUI();
>> }
>>
>> public function disableUI ():void {
>> // Disable UI
>> }
>> }
>> }
>> ======
>>
>> note that the above code has never been compiled, but it represents
>> conceptually how we see app development with Unity 3.
>>
>> colin
>>
>> Discussion list for Unity developers. wrote:
>>> I'm on the edge of my seat awaiting any sign of a Unity 3 alpha/beta :-) Is
>>> there any news yet? Will there be any kind of requirements to be met to get
>>> on the testing team?
>>>
>>> Sorry to be a bother, but I'm ready for even untested alpha versions!
>>>
>>> Chad
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>>
>>
>>
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