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C&C Online server implementation

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#1 Blade


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Posted 01 March 2017 - 01:23 PM

I got to wondering recently with my work on https://github.com/T...blyArmada/Thyme as to what server software the C&C Online service runs on. Is it derived from some open source GameSpy server emulator or have the C&C Online guys pretty much written their own?

#2 ToxicShock


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Posted 03 March 2017 - 12:04 PM

The server runs on Python (mainly) with the stats server using C++ and PHP. Phil built the basis of the early server for the BFME games and I think that that mainly came from working with packet captures, a few snippets of code lying around and some knowledge from the gamespy SDKs. That was then adapted for the C&C games. We're still working on it. :D

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#3 Blade


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Posted 06 March 2017 - 03:54 PM

Its great to see the effort the people put in to keep online communities like this going. I might have to pester you when I get to reimplementing the ZH networking code if you guys wouldn't be averse to providing a testing instance of the server. That is probably a way off though, I'm currently working though file loading and game engine initialisation.

#4 ModernShoe

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Posted 10 March 2017 - 08:34 PM

Would it be possible to reduce lag for higher player-count matches?

#5 Plokite_Wolf


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Posted 10 March 2017 - 10:00 PM

Lag is not something the server is responsible for, it's players and players only. Once a match starts, it's played only through the connection between the host and the joined players. The connection with the server is then only maintained for the buddy system and statistics at the end of the match.

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