||unity-dev|| Unity 3

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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