Closed BadOPCode closed 3 years ago
There will be a node of what connection to GHost/2 but than this system will make new node numbers that are given and used by the door itself that are based on how many instances of that door are being ran. The problem that is being addressed is limitations on old DOS doors forcing limitations on the server. While a dedicated GHost server maybe able to handle 100 nodes, running the individual game with node numbers going up that high will cause many to break. For example there is a number of games that have a hard coded limit of 16 nodes. Not to mention this puts a restriction on modern native doors that could easily handle 255 instances. This node system has to be reworked so the server nodes are not so tightly coupled with the door nodes. The historical value of what "node" meant should not hinder GHost/2 server.
ALSO to note. Why not to just abandon the nodes for GHost/2 is easier management of server restrictions as well as being useful and relative for user addressing and mapping in future GHost Protocol. GHost Protocol will be interested in the GHost node number and not concern with what the game thinks the node is.
The current code limitation on GHost/2 today is based more on the DOS door than what the system can handle. This limitation does not line up well with a WorldGroup or Major BBS which is not uncommonly running 255 nodes. The design should account for GHost Protocol.