Author Topic: A new project: CommNode  (Read 862 times)

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Offline The E

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A new project: CommNode
Hi all. I have a small idea I'd like to sell you on.

One thing that we are currently lacking to make Multiplayer A Real Thing is an easy way to get servers up and running. Yes, if you want, you can run the standalone in any configuration you choose and tell people about it, but that is hardly <current year>.
But what if there was a service that does that for you? That runs servers in a known environment with known config options, on demand using whatever modpack you want?

That's the basic idea behind a project I've named "CommNode", in order to keep the naming theme of "Nebula" and "Knossos". The vision would be a web service that is able to spin up servers on demand using container technology.

Now, unfortunately, there is no demo I can give you right now -- I am still in the planning phase, and no code has been written yet. But I would like to gather some feedback nevertheless, and to that end, I have created a project board on the scp github page. Please feel free to comment here or on github with questions, concerns and feature requests that I can then transform into tickets so that I can actually do this thing in a structured and solid way.
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Offline wookieejedi

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Re: A new project: CommNode
Sounds like a fantastic idea. I have been helping cyborg with multi testing and found that using the current system can be very restrictive and irregular. This 'on demand' service idea sounds like it would fix many of those issues, and also help attract new/old players back into multi. I will definitely be following any development on this front and look forward to any progress!

 

Offline Kiloku

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Re: A new project: CommNode
Now, about the name: Why not ETAK?  :warp:
Potato!

 
Re: A new project: CommNode
Do i understand that correctly, you want to create a 'cloud-service', where all i have to do to Play Multi is, press abutton and the 'Cloud-service' creates a Server for me, adds an info on the front page and Maybe even sends out invites to People who follow me as a user or played before with me? (yeah, i added some stuff  :P )?


Having only a rudimentary understanding of coding left after a decade of not touching anything Code related, and only vague memories About the FSO net Code, i'm wondering, wouldn't this require a crap-ton of coding work?

Is the 'cloud service' the 'host'?

Who can access the host options one currently has?

Wouldn't it require changes to the game, to access these functions via cloud from within the game?







 
Re: A new project: CommNode
Okay, I'm totally not aware of how this stuff works but I have a couple questions...

Can that be run off of Nebula server(s)?
Could the whole proccess of creating/joining a multiplayer game player-side be handled via Knossos interface (obviously not with its current state, a "Multiplayer" tab would be needed :P )?

What about "integrating" this with some sort of a chat service, for example Discord? I mean, the "automatically invite your specified friends to your game" thing, realised via automatically sent private messages, for example. I'd prefer using some existing service for this as attempting it via Knossos and Nebula accounts would need you to have some additional notification service in the background...
Or maybe, just have a Discord bot track and show currently available games, or at least ping invited people?
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Offline The E

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Re: A new project: CommNode
Having only a rudimentary understanding of coding left after a decade of not touching anything Code related, and only vague memories About the FSO net Code, i'm wondering, wouldn't this require a crap-ton of coding work?

Less than you'd probably imagine. FSO already supports a "headless server" mode, it's just a matter of packaging it up in a way that can be used by cloud services like docker or kubernetes.
There is some work left there to make sure that a server can be started without requiring the full mod pack and retail; most cloud services offer machines that are somewhat space-constrained, and reducing the storage requirements would be good.

Quote
Is the 'cloud service' the 'host'?

Yes.

Quote
Who can access the host options one currently has?

To be decided. Personally, I tend towards not offering more configurability than "what modpack to use"; but this is something that needs to be explored.

Quote
Wouldn't it require changes to the game, to access these functions via cloud from within the game?

Yes, but I see this as a concern for later. Getting a proof of concept up and running that you can connect to by entering connection details manually is acceptable to me as a first attempt.

Can that be run off of Nebula server(s)?

Unknown. That's something we'll find out once we know how ressource-intensive this thing would be.

Quote
Could the whole proccess of creating/joining a multiplayer game player-side be handled via Knossos interface (obviously not with its current state, a "Multiplayer" tab would be needed :P )?

What about "integrating" this with some sort of a chat service, for example Discord? I mean, the "automatically invite your specified friends to your game" thing, realised via automatically sent private messages, for example. I'd prefer using some existing service for this as attempting it via Knossos and Nebula accounts would need you to have some additional notification service in the background...
Or maybe, just have a Discord bot track and show currently available games, or at least ping invited people?

Both of those are good suggestions. My priority would be to develop the backend services first; building a discord bot that talks to that backend would probably be easier than trying to build a web frontend.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Cyborg17

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Re: A new project: CommNode
My main thought is will it probably be difficult to set up test builds with this system for other changes besides this project?

 

Offline chief1983

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Re: A new project: CommNode
A frontend for the docker setup as a whole, or just the FSO standalone itself?  We already have a WebUI for that.
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Offline m!m

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Re: A new project: CommNode
I have built a Docker image for running a standalone server and added some automation for that. We now get new images build with every nightly that can be used for getting a standalone server up and running: https://hub.docker.com/r/scpfs2open/fso-standalone