Discussion list for Unity developers.
unity-dev at moock.org
Fri Jun 29 11:00:37 CDT 2007
Depending on your application, you may be able to handle clustering at the
application-level instead of needing the framework / server to do it for
you. Something to consider at least.
-David R
On 6/28/07, Discussion list for Unity developers. <unity-dev at moock.org>
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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>
>
>
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