UDP实时游戏中的Flash / Flex的开放源码RTMFP实现 [英] UDP real-time games in Flash/Flex available Open source RTMFP implementation

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问题描述

有没有使用Flash 10测试 RTMFP UDP 的协议构建实时Flash游戏。该RTMFP例子似乎至今专注于P2P网络快速的客户端之间有没有人知道传统的客户机/服务器的UDP基础的通信通过RTMFP任何例子。

Are there any examples of using the Flash 10 beta RTMFP UDP based protocol to build real-time Flash games. The RTMFP examples so far seem to focus on P2P networking between flash clients does anyone know of any examples of traditional client/server UDP based communication over RTMFP.

有谁知道RTMFP做 NAT防火墙穿通的能力允许客户端的主机实时游戏。想象一下,能够在通过Flash客户端网络进行XBOX LIVE般的牵线搭桥,并允许客户通过网络浏览器来承载一个基于Flash的实时使命召唤般的游戏服务器。

Does anyone know the ability of RTMFP to do NAT firewall punch-through to allow clients to "host" real-time games. Imagine being able to over the web through flash client perform XBox live-like matchmaking and allow a client to host a Flash based realtime "Call of duty"-like game server through a web browser.

这听起来像Adobe的测试层云计划为P2P提供了一个rendevous服务实时通信。我认为,正在实施NAT导航解决防火墙通过协调点对点rendevous与中央服务器。

It sounds like Adobe's beta Stratus project provides a "rendevous" service for P2P real-time communication. I believe that is implementing NAT navigation to work around firewalls by coordinating a P2P "rendevous" with a central server.

另外Adobe实验室还有一个产品叫使用生命周期协作服务

Also Adobe Labs has another product called Live Cycle Collaboration Service:

尝试RTMFP和ClientToClient:

有几个非常有趣的   问题在使用RTMFP。首先,   是基于UDP的意思,很多   防火墙就是不答应。其   pretty的共同尝试   连接失败。 COCOMO作品   解决这个通过尝试几个   同时连接,用   夫妻协议。任何   成功赢得了作为奖品的   会话的连接。

There are a couple of very interesting problems in using RTMFP. First of all, being UDP-based means that a lot of firewalls just don't allow it. It's pretty common to attempt the connection and fail. Cocomo works around this by attempting a couple of connections at the same time, with a couple of protocols. Whichever succeeds wins the prize of being your session's connection.

LCCS听起来像是提供P2P游戏,以及标准的客户机/服务器的UDP或TCP基础的游戏是更全面的解决方案。它试图P2P UDP,如果失败了,可以回退到客户机/专用服务器的TCP或UDP通信。看起来这会是一个游戏服务供应商将希望能够进行自我管理(云LCCS和Stratus的服务不给予足够的控制上的服务器端的游戏服务器),有没有一个开源相当于这些rendevousNAT穿通和TCP后备服务工作?

LCCS sounds like a "fuller" solution for offering P2P gaming, as well as standard client/server UDP or TCP based gaming. It attempts P2P UDP if that fails it can fall back to client/dedicated server TCP or UDP communication. It seems like this would be something that a game service provider would want to be able to manage themselves (the "cloud" LCCS and Stratus services don't give enough control on the "server-side" for game servers), is there any work on an open source equivalent to these "rendevous" NAT punchthrough and TCP fallback services?

任何人都知道,支持RTMFP(或任何其他Flash 10测试UDP协议)的任何开源项目?有没有使用任何实时游戏的例子RTMFP?

Anyone know of any open source projects that support RTMFP (or any other Flash 10 beta UDP protocol)? Are there any real-time game example of using RTMFP?

推荐答案

OpenRTMFP同积 https://github.com/OpenRTMFP/Cumulus ;)

OpenRTMFP with Cumulus https://github.com/OpenRTMFP/Cumulus ;)

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