uberserver
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send "ingame" status change only to players which are inside the same battle
no need to send it to all clients
it's useful to know whether someone is ingame or not, even if you're not in the same battle, eg. if you need to talk to a mod or a clan-mate you can pick one that is not ingame
performance vs comfort
sending status to every connected client is VERY inefficient
i guess friend list should be used for that as well.
Should also be sent to friends automatically, and should be able to query a user's status (like it works in most systems).
Sorry, but i still think, the concerns would be seperated in a most clean fashion, if the client registers for the data it wants to hear and has to take the burden of concern. Else you will have a giant state machine on the server, for every client to find out what data he needs. Finally with over 9000 players, there comes a point where you have to add multi-server support - and then what? Handing over a client-concern-simulation with all the friends-lists etc. sounds at lot more complicated, then just handing down a list of listeners and add what is still missing to one big server-server listener to transfer info the other server just doesent have. But i may be wrong. Its just instinct yelling, that the object that has the most agency with something, should have the burden of concern.
Perhaps its enough just to send the ingame status for battle hosts
Sounds like a fairly good approximation if 100% accuracy is not required.
closing for now - can be reopened in future if traffic reduction is needed
this request is not about traffic reduction: its just not needed and also it scales very badly.
as compromise only the ingame status of hosts could be send.