Sample code for Distributed Lobby System

Sample code for Distributed Lobby System is a sample online game program.

Features

  • Practical examples of making “logon”, “create a character”, “chat in lobby”, “create a session”, “join a session”, “host a game”, “game over” and etc.
  • These are basically designed for learning purpose but show how you can handle game data loading, user leaving the game during loading, interaction between host and other members and etc.
  • This is an example structure of distributed server utilizing ProudNet and ProudDB. It is also equipped with functions that maintain the lobby system which performs the distribution to several severs and game session (or dungeon instance) that load-balances between servers.

Blue bullet is passing top and red one is under. You can control plane with space-bar to move top or under.

Sample codes for Distributed Lobby System are as followed.

How to run Sample code for Distributed Lobby System is guided in How to use Casual Game Sample.

The server structure of Sample code for Distributed Lobby System is explained in Distributed server of sample casual game 2.

The practical use of functions guided in Sample code for Distributed Lobby System are as followed.

Sample code for Distributed Lobby System has a vast amount of source codes (annotations alone exceed 8000 line). Thus it is recommended to refer on API reference of sample codes for better understanding.

In case the samples of casual game system guided in Sample code for Distributed Lobby System are not suitable with the project you are developing, we recommend you build your game from scratch as just referring to Sample code for Distributed Lobby System.

Of course you can develop a casual game by editing Sample code for Distributed Lobby System but this would be very troublesome when updates take place in ProudNet and you end up searching for the update contents every single time. Therefore, it has suggested to branch out your source using your Source Control.