DarkRift Networking Beta Thread

This is a public thread for the ongoing development of DarkRift Networking and its testing, if you dont know what DarkRift is then have a look here!

I’m not actively seeking any more beta testers but if you’re interested in testing the next release then send me a PM :slight_smile: Next release should be in the coming month :slight_smile:

If you want to be part of the beta PM me your email! :smile:

3 Likes

It’s light, flexible, and fast - it’s DarkRift, and it’s getting even better!

2 Likes

Thanks for your trust :slight_smile:

1 Like

Next beta is rolling out to those on my email list tonight! (Hopefully)

Hopefully the next release will be out in around 1-2 weeks :slight_smile:

2 Likes

I’m assuming that no news is good news so I’m going to submit the latest release to the asset store on Saturday! If you’ve found anything then tell me quick :stuck_out_tongue:

jamie, just sent you pm requesting beta testing.

cheers

That’s true! I went in thinking I’m gonna be a badarse bug exterminator but I couldn’t find any (besides the ones in my code).

Oh yeah, just something I stumbled upon: the old DarkRift client has some issues with communicating with the new DarkRift server; note that if you’re getting some weird behaviors with the Beta server.

Yeah this update isn’t backwards compatible with older clients unfortunately, I optimised and modified the Transmission.dll file a lot and cut around 5 bytes off the header per message so the older client still looks for them! I decided that I’m not aware of any published games that would be affected by the change in protocol and most in development games would just update their clients with the server.

I doubt I’ll make any other non backwards compatible changes to it, I can have up to 255 different protocols implemented and being mixed and matched in a single game!

Submitting the package today and I’ll create a release thread when it’s out (~1-2 weeks).

Jamie

1 Like

Ok so there is now a plugin thread here for you to share your plugins! Get submitting :wink:

Any chance of a linux server?

This might be a lot… but it’d be really nice to have DarkRift servers in Unity instances. Then Unity can build as a headless linux, Windows, and Mac server. There’s also the additional benefit of allowing players to easily host servers.

For me, the Windows server is perfect but I can see how cross-platform support can be really helpful.

@Veris Someone got it working on OSX using mono via cd-ing into the directory and using:mono —gc=sgen DarkRift.exe

I dont know what it does and I cant guarentee it’ll work on linux but it’s worth a try :slight_smile:

@jpthek9 I’m working on it :wink:

Extreme version price?

It’s pretty decent, especially compared to the prices of other networking solutions: $50.

Is there a way to have a master server?

Actually, the server by default is a master server. If you want it to be more fancy and create rooms and whatnot, you can write it yourself! It’ll look something like this:

public class Core : Plugin {
public static Core()
{
ConnectionService.OnPlayerConnect += HandleConnect;
}
void HandleConnect(ConnectionService connection)
{
Player player = new Player(connection);
TryJoinRoom(player)
}
void TryJoinRoom (Player player)
{
//Check if there's an open room; if there is, add the player to the room. If not, create a new room and add the player to that room.
}
}

public class Room {
List<Player> RoomedPlayers = new List<Player>();
public Room(){
//Initialize room
}
public void AddPlayer(Player player)
{
RoomedPlayers.Add(player);
}
}

public class Player{
ConnectionService connection;
public Player(ConnectionService con)
{
connection = con;
}
}

P.S. I recommend using Visual Studio to write your server. That way, you can have your Unity game solution open in Monodevelop and code your server in another window - no annoying solution changing.

1 Like

What I am trying to do is Have a master server then the players can create(thought client or dedicated) there own server and it will show up on the server list.

Unfortunately, DarkRift wasn’t designed for that. Online player-hosting is still a big maybe. There’s nothing wrong with having a redistributable local server though. Players can host their own games on their own network - just no over the internet.

I’m out

Okay. No offense, but online player-hosted games are very difficult to make well. You don’t have to use DarkRift, but you’ll still have to shoot for a tangible goal that’s not full of nasty bugs.