I am making a tcpip based client server based game, and right now I'm working on the in-game chat and it got me thinking.
The client sends a message to the server who re-distributes it to other relevant clients (logic depends on which chat channel the source is sending the message through). That's quite a bit of work and bandwidth strain for the server. Strings are heavy.
A system where the client bypasses the server and sends it straight to the other client(s) would be very handy in this situation, and I'm sure many others too which are not "crucial" and need not be verified by the server.
I suppose you could make a case for the server wanting to see all text messages for verifying reports of foul language, say. But that's beside the point.
The problem as I see it is that the clients down need to have connections to all other clients? Perhaps there is some neat way of using UDP or something in that case.
I'm not very experienced with network programming, and just tossing the idea out there. I am using vb.net
The client sends a message to the server who re-distributes it to other relevant clients (logic depends on which chat channel the source is sending the message through). That's quite a bit of work and bandwidth strain for the server. Strings are heavy.
A system where the client bypasses the server and sends it straight to the other client(s) would be very handy in this situation, and I'm sure many others too which are not "crucial" and need not be verified by the server.
I suppose you could make a case for the server wanting to see all text messages for verifying reports of foul language, say. But that's beside the point.
The problem as I see it is that the clients down need to have connections to all other clients? Perhaps there is some neat way of using UDP or something in that case.
I'm not very experienced with network programming, and just tossing the idea out there. I am using vb.net