Tuesday, June 07, 2005

Success! And problematic findings. :(

Socketman here. With my Thread of Truth I shall conquer evil. (I really hope that somebody realizes that blatant Wonder Woman reference.)

Anyway, here's the update in the world of networking: As I said earlier, I believe, I have read and understood everything concerning multi-threaded "servering" and all was well. Now, I have completed the Server program (rather, the classes that will receive and interpret information from networked computers) and it works like unambiguity incarnate. Unfortunately, I had to include Swing to make it work. So in lieu of this, after testing is complete, I will simply include the component that requires Swing in Nate's section, as it is essentially just the part that calls my sockets and threads into existence. So it is easily transferable.

Tonight I plan on working steadily on the Client program (or, the classes that are intended to send information over the network to Server applications on receiving terminals) and hopefully I shall complete it tonight. After that, all that I must do is clean it up, determine which pieces of data must be sent through the network, and then finally determine how to specifically connect the computers.

The problem inherent in connecting the computers is a simple one, but with a seemingly difficult solution. Originally, my main problem was how to connect -all- the computers in every way. For instance, each computer must be connected to every other computer in order to transmit its data. I almost decided to have the information travel in a ring-like sequence, with each system connecting to only one, which in turn connected to another, etc. This would allow all information to be shoved around. However, it is terribly inefficient as the first computer's variables will take longer than necessary to get to the last computer. So I have now decided to have 4 Clients per terminal connecting to the Server running on each other computer. This is a much easier and quicker approach to my original problem.

However! My new issue arises out of this decision. For the way that sockets interact is using the Computer Name defined in network properties. Therefore, either the Client that is currently being run must KNOW the Computer Name of the Server it's connecting to, or the end-user must so that they can type it in. If need be, I can simply do that, and have a function to read the name so that each user can read it to the others to type in, but that is both horribly inefficient and somewhat dangerous if this game is ever to be introduced to those who are not so adept in the workings of computers. For this reason I must exert much contemplation on how to do this... Although I don't know of any other way.

We shall see what will come of this. I will speak with the others about it. Farewell for now.

*a string of a sticky web-like substance shoots down and pulls him away*
~Genome

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