users@grizzly.java.net

Re: Game server design questions

From: Johan Maasing <johan_at_zoom.nu>
Date: Thu, 31 Oct 2013 18:59:21 +0100

This was a while back so it was version 2.3.3. When I tried to send using
the connection I collected during the filter chain I got errors from
buffers that wasn't in the right state.

The reason I'm asking is that I plan on taking another stab at this in a
few weeks with the current version of Grizzly. I just wanted to check if it
seemed reasonable to have a filter chain handling the sign-in process to
the server, extract the connection from the FilterChainContext and keep it
around for use later. It seems to be the right approach if I understand
correctly.
I'll let the list know if I run into troubles with this.

Thanks for your time,
Johan



2013/10/31 Oleksiy Stashok <oleksiy.stashok_at_oracle.com>

> Hi Johan,
>
>
>
> On 31.10.13 01:36, Johan Maasing wrote:
>
>> A while back I played around with grizzly for a hobby project, a small
>> TCP based game server.
>> I could get the filter approach working fine between clients and server.
>> A client sent a message and a filter chain on the server responded. I used
>> this to handle the sign-in flow where a client logged in to the game server.
>>
>> But I got sort of stuck when I wanted the server to send game update
>> messages to one or more clients. Now there was no FilterChainContext I
>> could use to write to the client since the server was the one initiating
>> sending messages.
>> I tried to extract the Connection from the FilterChainContext during the
>> sign-in and keep around to send messages to clients later on but that never
>> worked.
>>
>> What type of design should I use for this scenario? Are the filter chains
>> still appropriate? How do I get a Connection (or similar) to the client?
>>
> It should work with Connections, strange it didn't work for you.
> Which Grizzly version are you using?
>
> Thanks.
>
> WBR,
> Alexey.
>
>