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Thread: How do I set up a server with MMF? Guides/documentation?

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    Clicker Multimedia Fusion 2SWF Export Module
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    How do I set up a server with MMF? Guides/documentation?

    I don't know how am I supposed to be using the relay server object or what I'm supposed to do with it, and I can't find any help.

    I don't know python/c++/anything so unless there's a ready executable server client, I want to do this on MMF.


    Basically either one of the following would be ok: anyone being able to start their own server, or me setting up a main server for everyone.

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    The C/C++/anything Lacewing library is deeply in the works right now and isn't in a state to be used with the MMF2 objects, so you won't need to be concerned with that right now.

    In MMF2, the simplest thing to do is use the Lacewing Relay Server and just start hosting it. You'll need to make sure your router understands that the computer you're hosting it from will be the computer outsiders connect to; usually tis involves assigning that computer a static/reserved IP within the router and then port forwarding the port you are using (usually 6121) from that computer.

    There's also servers hosted in the "Public servers" thread at the top of this forum.
    Working as fast as I can on Fusion 3

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    That seems awfully simple for the server haha. But I'm assuming I still have to code it myself what it does with the information it's receiving.

    I'm a little hesitant of using public servers, as the application I'm working on might be extremely traffic intensive at this point. :P And also because a lot of people might use it at once for their applications, so if it's slow I may get the wrong idea of how to optimize my own application.

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    The server has default behavior - in many cases the only serverside programming you will be doing will be to prevent cheating. It automagically sends messages and manages the channels, etc. so you don't need to worry about having to set that all up yourself.
    Working as fast as I can on Fusion 3

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    Clicker Multimedia Fusion 2 DeveloperAndroid Export Module

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    Quote Originally Posted by LB View Post
    The server has default behavior - in many cases the only serverside programming you will be doing will be to prevent cheating.

    and

    It automagically sends messages and manages the channels, etc. so you don't need to worry about having to set that all up yourself.

    Seem to be contradictory. Can you explain how one would program server-side logic, for say, something like player movement?

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    Could you first explain why you think they're contradictory?

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    Clicker Multimedia Fusion 2 DeveloperAndroid Export Module

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    To prevent cheating, the game logic needs to be processed on the server, which means the client must send data to the server. How would the server know the difference between value 0 on subchannel 0 and value 0 on subchannel 1 if you don't actually tell the server which subchannel the data is coming from, and which subchannel to send it out on? I was under the impression that you had to manually design and script which channels/subchannels are in charge of which operations. If not, that's confusing.

    So if I press up to move my character up on the client, I would need to tell the server that up has been pressed. How do I do that? Then I would need to perform the y positioning on the server and send that data back to the client. How do I do that?

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    Oh, I meant that you didn't have to implement the Lacewing Relay Protocol yourself, it's handled for you - yes you would want to process specific messages to prevent cheating in games and simulate things severside.

    What specifically are you trying to figure out? Just which A/C/Es to use and how to use them?

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    How do I send data, like player position updates, to the server (and by that I mean: What will the events look like in the event editor?). Also, how does the server receive the data, process it, and send it back to the client(s)? By that I mean: What will the events look like in the event editor?

    I'm not looking for high-level explanations. I'm looking for examples of server-side logic in a client/server model in fusion.

    DizzyDoo's tutorials don't cover server-side logic.

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