Game Server Created

Project: Thou Curator
Role: Game Programmer
Completed: 17181.48 1stLt Lead James Fleming Game Producer
Start Date: 11/28/2016 18:00
End Date: 12/5/2016 18:00
Forum: Sprint Discussion
We need a new dedicated server for our game.
Game Server Created

No Public Asset Available

Complete Task
0.75 HR.
Reviewed code provided by Anthony

1.25 HR.
Uploaded a 3rd party network utility for communication to the project and started taking it apart to see how it worked.

2.00 HR.
Started setting up a basic structure for the server.projects

0.48 HR.
Working on structure for the client side

3.00 HR.
Worked on setting up object in the interface and admin to try to send over TCP.  This is going to take a bit of work since Unity does not support what we are doing.  I'm going to have to build this into it.

4.73 HR.
I got the Server.Interface and the Server.Administrator to communicate via TCP protocol.

The next step is to get the Server.Interface and Client.Interface to communicated.

3.00 HR.
I setup the database tables for each of the servers, just creating the table at this point not the field that go with them just yet.

No Public Messages Available

Scrum Sprint 20161128 for The Last Stand

By: 17181.48 1stLt Lead James Fleming Producer

Start Date
End Date



We will be starting the server communication between the client and game server.

Starting Sprint Team Members:
269.38 SSgt Matthew Baldwin Lead Game Writer
494.69 SSgt Robert Cordova Lead Game Sound Effects
16191.50 1stLt James Fleming Lead Game Producer
0.00 Pvt Daniel Rodriguez Game Artist 3D
507.70 GySgt Anthony Michelizzi Lead Game Programmer
359.77 SSgt Melanie Fleming Lead Public Relations

Here is a full mock up of the entire network layout.

Full Network Layout

James Fleming

@Anthony To mock this up I'm thinking of three application an "Updater", "Interface", and "Game" set up.  The updater will only be for checking the game and interface if they need to be updated.  Then the interface will be everything we need outside of the game and finally we have the game as a stand alone application.  I think you are right and that breaking these down into smaller application will make these easier to manage.  So I'll work this into the flow chart now.

Client Structure
This is just the client side all application will be a unity project so we can execute it on multiple platforms.

James Fleming

@Anthony Oh yes let me review that real fast from our forum conversation to get that worked in too now.

James Fleming

From the looks of it, looks like you're leaving all the pregame stuff in unity itself?

GameProgrammer  - Anthony Michelizzi

@Anthony Here is the chart and a brief outline of my thoughts.  If you check the Server.Interface and the Server.Administrator.  You will see a working simple sample code.

Network Architecture

So each Server.* is a stand alone instance sharing the Server.Library for functionality.  This way we can run each of these on a dedicated server in the end.  The Server.Administrator will be a WinForm application for controlling these server remotely as a utility so direct access to the server is not needed.  The unity client will connect to each of these server as the application calls for.

You will notice that there is a Model, Logic, and Data folder.  Each of these folder will house their respect classes.  The Data folder will be for only Data items like direct access to SQL server.  Not the code for retrieving object but more of a data binding.  This goes for any other data item we choose to use like XML.  Once again its not to get class object but used to parse out the data in a standard format we can use.  I will fill the SQL Data class out tomorrow when I have time so you can see this in action.  Next we have the logic folder which will hold the transforming of the data object pulled back like SQL table into a usable object (Model).  Then last we have the Model folder which will house extremely generic object for the data to be stored in.  Finally we have the Service folder these will house all the connection and sorting of server networking calls.  Probably a somewhat large switch statement that the Main Program class executers.

Do you see any issue with this Networking structure?

James Fleming

That's a nice looking Mech!

@Anthony I'm going to work up a flow chart for the structure of the network tonight.

James Fleming

@James. I think that framework is a good idea. Saves us from writing wrappers around sockets ourselves which should save some time.

GameProgrammer  - Anthony Michelizzi

@Matthew No worries thank you for keep me updated

James Fleming

@Team Our 3d department has suggested the following 3d Model for testing please review and let me know what you think before the end of the sprint otherwise this look like the one we will be purchasing.

James Fleming

@Anthony When you get a moment can you look at this (NetComm) for me tell me your thoughts on it please?

Here is a sample of its use as I think we should implement our network structure.

James Fleming

This weekend is when I will have time to get to my agenda. It's good to be back.

I must say its nice to see a sprint running with so many of us on it again guys. :)

James Fleming

Welcome, everyone, to another sprint. As we push forward in our project, the challenges we conquer as a team, absolutely amaze me.  With that being said, lets get started :).

Does anyone have any comments, questions, or concerns about the agenda they are assigned too?  If you need your agenda defined better or you're not sure where to start, please post on the kanban discussion any questions and we can start figuring it out as a team.