![]() ![]() A hub can talk to a hub, but the network isn't tolerant of routing loops, thus there should never be a loop, intentionally or accidentally.Ībout 80 kbit/s per user, which is why those multiplayer events can be destructive because 10 sessions is 800 kbit/s plus the other traffic crossing the network at any given time. Note that each server has individual tracking through FGTracker, regardless if it is operating as a hub server or not. If you want to link in a virtual event server to the MPSERVER network, it's only necessary configure that server as part of the network. If you're passing around a server name to use for your event, this doesn't matter. Otherwise, there will be errors in the log regarding the tracking server, which will simply ignore your attempts to communicate. In order to participate in the FGTracker, you must enable tracking and configure the server accordingly, but most importantly, you have to request the server be tracked. text = "flightgear-mpserver=eyJuYW1lIjoibXBzZXJ2ZXI1MSIsImxvY2F0aW9uIjoiQXRsYW50YSwgR0EsIFVTQSJ9Cg=" There is a DNS record that needs to be added for the server to work with the automatic server selection logic. MPSERVER01 attempts to unilaterally connect to MPSERVER99 once the configuration is setup in the hub, and MPSERVER99 will try to connect to MPSERVER01 on start automatically. From the configuration side, MPSERVER01 knows that it is going to connect to (example) MPSERVER99, and MPSERVER99 knows it is going to connect to MPSERVER01. ![]() On the public servers, there isn't that luxury, because it's possible someone from around the globe may decide to connect to a given server. If you're standing up a small server and you're not hosting to the world, you can block IP ranges known to be from certain parts of the world, or canvass your users and determine IP ranges that are best and configure the server.
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