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L2Off "architecture"


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Hi guys,

 

im curious about how the server side part actually works and have a few questions if anybody can help:

 

- Does l2off even use any udp packets or just tcp?

- Whats the life-cycle of a player like: user clicks login on client, it connects to auth through tcp, and if authenticated also connects to game server through tcp? how does that work?

 

Thanks!

 

 

3 answers to this question

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Posted

An L2 server is made up of a few different parts.

 

- CacheD:   Functions as an intermediary between L2Server and the MSSQL database.

- AuthD:      Authentication server which authenticated client logins. AuthD has been "replaced" by a third party (non-NCSoft) application called hAuthD.

- L2Server: The actual game server.

- L2NPC:    The NPC server responsible for processing NPC >< player interaction.

 

As far as i know all communication for L2 is done purely using TCP sockets. If i had to GUESS why it would be that TCP was easier to work with for something like L2 because it's not exactly "real time".

 

Here is a teriffic article on the subject: http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/

 

The lifecycle for login goes something like this:

- Player types credentials into input boxes on the screen.

- Client generates a packet with those credentials and sends them to the auth server.

- Auth server validates them, then replies with a list of available game servers.

- Client makes a request for the selected game server.

- Auth sends back the connection info for the game server.

- Client then makes a direct connection to the game server.

 

For more detailed information check out this project:

https://code.google.com/p/l2packets/

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