Multiplayer Lite

OHM Multiplayer Lite 0.3

Personally I think it’d be too much of a pain in the ass to have users run their own server.

What is the driving force behind this? Orbiter community is already pretty small, most of the times the server is empty.

Would being able to create a “room” with your friends help?

I have 3 monitors with 3 PCs for my flightdeck simulator. I need to get the 3 orbiter programs talking to each other so it syncs the monitors.
 
Personally I think it’d be too much of a pain in the ass to have users run their own server.

What is the driving force behind this? Orbiter community is already pretty small, most of the times the server is empty.

Would being able to create a “room” with your friends help?
Yes :)
 
Hello. The hosting fees are peanuts. I plan on keeping the server up indefinitely, but if I need to take it down for whatever reason, I'll make sure to package it up so that others can run it on their own, too.

Looking forward to flying with ya!
Is it possible to have the server side source code? I would like to use my own server / have a local one for LAN to get very low latency.
 
Personally I think it’d be too much of a pain in the ass to have users run their own server.

What is the driving force behind this? Orbiter community is already pretty small, most of the times the server is empty.

Would being able to create a “room” with your friends help?
I just read this.
Well it would be nice to just allow for users willing to do more experiment with your mod to allow themselves to do so.
You can keep your default client you bind your server address it's fine, so no hassle for people just wanting to use multiplayer.
But that's just sad that the server side code is closed source.
 
But that's just sad that the server side code is closed source.
Depending on the implementation, it might not be as simple as unpacking a ZIP to a windows machine and starting the executable. Especially if it is using some cloud infrastructure, a server distribution would need extensive documentation for people to get it up and running. Thus I can understand if the author didn't want to invest time in doc write-up or server support, and focussed on getting the main system working sufficiently first.
 
Depending on the implementation, it might not be as simple as unpacking a ZIP to a windows machine and starting the executable. Especially if it is using some cloud infrastructure, a server distribution would need extensive documentation for people to get it up and running. Thus I can understand if the author didn't want to invest time in doc write-up or server support, and focussed on getting the main system working sufficiently first.
What do you mean by that?
There is no such thing as "cloud infrastructure" it's a linux machine that's it.
Either if he has Go, Python, hell C program backend you can just include the dependencies required to run the program / build a docker container.
I don't understand why you believe reproducing his server would be challenging. He could just give the source code instead of centralizing multiplayer.
 
What do you mean by that?
There is no such thing as "cloud infrastructure" it's a linux machine that's it.
Either if he has Go, Python, hell C program backend you can just include the dependencies required to run the program / build a docker container.
I don't understand why you believe reproducing his server would be challenging. He could just give the source code instead of centralizing multiplayer.
If he did it similar to what I did back then, then it is depending on the cloud infrastructure, even if you think such a thing does not exist. What I mean with that is how your service is structured, what database it uses, what storage solution, whether or not it runs on serverless functions. Not everything is just a docker container.

I believe reproducing his server COULD be challenging, because I did one myself in the past, and know that it is never as easy as you think it is. Even if you are perfectly familiar with all that, chances are that most of the audience are not, and might struggle with setting up such a server. Thus my statement about why I understand the author's comment.

I also don't see it as "centralizing multiplayer", as there is no official multiplayer, anyway. It is all voluntary work, and there is no obligation to share source code beyond license issues, which most probably don't apply here.
The concept presented is also not new or revolutionary, there have been multiple multiplayer solutions in the past, and even today. Both with closed and open source code distributions for client and server. None of them are perfect or even near being ready for prime-time, so if your fear is that somebody is locking people in here, I think you can relax: this one will not be the ultimate multiplayer solution either. After all, we've got radio-silence of almost a year until you showed up.
 
If he did it similar to what I did back then, then it is depending on the cloud infrastructure, even if you think such a thing does not exist. What I mean with that is how your service is structured, what database it uses, what storage solution, whether or not it runs on serverless functions. Not everything is just a docker container.

I believe reproducing his server COULD be challenging, because I did one myself in the past, and know that it is never as easy as you think it is. Even if you are perfectly familiar with all that, chances are that most of the audience are not, and might struggle with setting up such a server. Thus my statement about why I understand the author's comment.

I also don't see it as "centralizing multiplayer", as there is no official multiplayer, anyway. It is all voluntary work, and there is no obligation to share source code beyond license issues, which most probably don't apply here.
The concept presented is also not new or revolutionary, there have been multiple multiplayer solutions in the past, and even today. Both with closed and open source code distributions for client and server. None of them are perfect or even near being ready for prime-time, so if your fear is that somebody is locking people in here, I think you can relax: this one will not be the ultimate multiplayer solution either. After all, we've got radio-silence of almost a year until you showed up.

I don't think "audience might not be smart enough to setup a server" is a good reason to keep the server side code hidden.
He doesn't even have to write the documentation, people could just figure it out from the source code and that's fine. If for any reason his host go down people won't be able to reproduce his multiplayer system and it will be lost forever, spending time figuring this out :
multilpayer_lite_http.png
would be better spent creating a new better multiplayer plugin.
Your explanation on why you believe it could be challenging makes me question what you did to hate on settings software on servers so much lol, serverless is just the infrastructure it can obviously run on normal VPS but most of time it will just be a waste of money and resource but you know multiplayer lite doesn't use serverless since it require constant connection through web socket, so why mentionning it. Database is a basic dependency and 'how your service is structured" and "storage solution" seem really vague to me, and multiplayer lite don't use extensive large scale big data storage right? Are we settings up a large scale Kubernetes cluster or a tiny multiplayer server for 10 concurrent players? rofl.

In all cases, that's not the question. If OP doesn't want to release his code, it's fine but also sad because it could be lost forever.
 
If OP doesn't want to release his code, it's fine but also sad because it could be lost forever.
Indeed it's fine. Looking forward to your attempt on Orbiter multiplayer, you seem to have quite the expertise.
 
I unfortunately don't, that's why I hoped for OP to open source his server side code :(
I wish I could make my own plugin
Oh, that's a pity. Maybe you can try AI, I heard it is very capable these days.
 
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