Hi everybody,
So, I decide to begin to post here all my questions, just because maybe someday someone needs to know this.
Well, we are doing a multiplayer game with unreal and finally we decide to integrate dedicated servers in order to make our game competitive.
Now a days, I have made some test with one version of the game as dedicated server and the client version... choppy gameplay was de result. Now I want to begin to improve the bandwith utilization in our project.
First thing, local dedicated server. I saw some parameters on the defaultgame.ini file:
[OnlineSubsystemPlayFab]
BuildVersion=0.5.6.01.2p
TitleID=xxxx
DevelopmentEnvironment=true
DevelopmentURL=.playfabapi.com
ProductionURL=.playfabapi.com
SecretKey=xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
USELOCALSERVER=false
LOCALSERVERPORT=7777
LOCALSERVERIP=188.37.212.85
The interesting ones are the last three. Looking inside the first integration of playfab for unreal engine, I found this:
...
bool useLocal = false;
GConfig->GetBool( PLAYFAB_CONFIG, TEXT( "USELOCALSERVER" ), useLocal, GGameIni );
if( useLocal )
{
FString port = "7777";
GConfig->GetString( PLAYFAB_CONFIG, TEXT("LOCALSERVERPORT"), port, GGameIni );
FString LocalIP = TEXT("127.0.0.1");
GConfig->GetString(PLAYFAB_CONFIG, TEXT("LOCALSERVERIP"), LocalIP, GGameIni);
ConnectInfo = FString::Printf(TEXT("%s:%s"), *LocalIP, *port);
}
...
This code is located inside the method GetResolvedConnectString. This method belongs to the implementation of the IOnlineSession interface made by playfab.
Well, the question is. Does this actually works? Does anyone test it? I remember to try to run a local server 3 months ago, but was totally impossible. I'm gonna try it again, and I will tell you the results.
Another question: I'm currently using the test amazon machine that you provide for the people who wants to try dedicated servers. Well, I would like to know the specs of that machine. Also I want to know the available bandwith. In fact, the bandwidth number is the most important. It is necessary to know If you want to make a good job with bandwith optimization process on the client side.
The hardware specs, can be tested by brute force. I mean, If 4 instances of your game in one host works fine, then increase the number to 5. Repeat this process until the server begins to
boil...
I will continue posting here the dedicated server process.
Thanks.
Juan,