Rixi
June 18th, 2010, 17:21
This is NOT my work, this is made by Hyperion team which was lead by Graham Edgecombe. All credits to the Hyperion team!
Hyperion
the open-source Java gameserver suite
About
Hyperion is a Java gameserver suite which aims to provide an excellent, stable, quality base with advanced features such as update server (to stream the cache to the client without need to download the full cache before playing) and login server (for multi-world support with cross world messaging).
The server has been developed completely from scratch, even the ISAAC cipher code is scratch (as the one used by most is copyrighted by Jagex).
Also, for those working on their own servers, there is documentation on the login, update and in-game protocol, and information about the updating and walking procedures.
Twitter
SVN commits as well as our ramblings can be found here: Only the registered members can see the link.
(Twitter has been dead for ages but you can still look in there if you want to know more about Hyperion)
Support Signatures
Only the registered members can see the link.
Only the registered members can see the link.
Credits:
Hyperion Team:
Graham
Blake
BrettR
Other Credits:
Vastico - item def code + data file
Lothy - equipment code snippet
Miss Silabsoft - some more equipment fixes
Scu11 - found + fixed multiple bugs
Sub - found npc bug
Sean - testing, ideas
William - testing, ideas
Features
Green = Complete in the latest Hyperion(276)
Orange = Under development in the latest Hyperion(276)
Red = Not yet started in the latest Hyperion(276)
World server
Login
Updating
Rendering
Multiplayer
NPCs
Update masks
Region system
Communication
Public chat
Commands
Chat options
Friends/ignores/private chat
Report abuse
Inventory/item support
Item class
Container class
Interface container listener
Equipment container listener
Weapon container listener
Swapping/equipping/etc
Banking
Action and action queue system
Clipping and path finding
Login server
Saving/loading/online checking
World password check
PM and friendslist
Cache system
File server
JAGGRAB and HTTP server
Integrated webclient
Web interface
Unique features
Action system:
The action system is another first which is going to prove quite unique as it is developed. There is an Action class and ActionQueue class. The ActionQueue will queue and process actions for a player.
Since a lot of actions share code (i.e. woodcutting and mining are extremely similar), there are some abstract classes such as AbstractHarvestingAction which will contain code common to both.
These allow rapid development and easy bug fixing, as well as just looking cool.
Cached update blocks:
Say you had 100 players in a region, and then a new one logs in. In a traditional server, each 100 players will reconstruct the new player's appearance update block when they login. This server will cache update blocks for the duration of the cycle, so it only happens once, at the expense of slightly more memory usage.
This should give some improvements when there are a lot of players in an area, especially if the updates are large (like appearance blocks).
Pooled player updating:
Player updating is a read only task. This means you can execute it in multiple threads safely. The server creates a thread pool with the same number of cores as the current computer it is running on, and dispatches update tasks to this pool.
To prevent threading issues, the main thread will block until all the updates are complete. Then the main thread may run as usual, processing packets and performing reads and writes safely with little worry of thread-safety.
This can give vast improvements when you have a PC with multiple cores and/or processors.
There are classes allowing you to do this as well (namely the ParallelTask class), however, there are few remaining cases in which this is possible to do safely.
Update server:
The update server uses the ondemand and a Only the registered members can see the link. protocol to stream the cache to the client just like a popular MMORPG. This gives a few advantages: when the cache is modified, it can be pushed out to all new clients very easily with minimum bandwidth used up by subsequent updates (the files in the cache are only updated when the client deems it necessary). Also, no client modifications are needed to make it work as long as your client fills the requirements stated below.
Screenshots
Update server:
Currently broken
Only the registered members can see the link.
Inventory:
Currently broken
Only the registered members can see the link.
Multiplayer:
Currently broken
Only the registered members can see the link.
Equipment:
Currently broken
Only the registered members can see the link.
Benchmark
I've done some testing and it seems the server can handle 2000 players without crashing. However, these are not real players so not entirely accurate. Also, bear in mind the server in fact has very few features and this will have an impact on performance (in a real server if you had 2000 players they would be performing actions).
For those interested in how the benchmark was setup, the SYI attacker was run on the same PC as the server. The PC is dual core, 2.2ghz. With the way in which the server is setup it would perform better on more cores, as not just the input/output is done in a multi-threaded manner. The throttle filter was disabled. With it enabled, they will connect slowly. Also, there is no limit per IP yet.
While this number of players are online, the server is still usable (logins are slower than normal - as expected - but there isn't much lag).
Release
Only the registered members can see the link.
Subversion
Latest and probably last revision is 276
Subversion URL: Only the registered members can see the link. (Only the registered members can see the link.)
License
Copyright © 2009 The Hyperion Development Team
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
THREAD IS BEING WORKED ON! PLEASE WAIT PATIENTLY!
Hyperion
the open-source Java gameserver suite
About
Hyperion is a Java gameserver suite which aims to provide an excellent, stable, quality base with advanced features such as update server (to stream the cache to the client without need to download the full cache before playing) and login server (for multi-world support with cross world messaging).
The server has been developed completely from scratch, even the ISAAC cipher code is scratch (as the one used by most is copyrighted by Jagex).
Also, for those working on their own servers, there is documentation on the login, update and in-game protocol, and information about the updating and walking procedures.
SVN commits as well as our ramblings can be found here: Only the registered members can see the link.
(Twitter has been dead for ages but you can still look in there if you want to know more about Hyperion)
Support Signatures
Only the registered members can see the link.
Only the registered members can see the link.
Credits:
Hyperion Team:
Graham
Blake
BrettR
Other Credits:
Vastico - item def code + data file
Lothy - equipment code snippet
Miss Silabsoft - some more equipment fixes
Scu11 - found + fixed multiple bugs
Sub - found npc bug
Sean - testing, ideas
William - testing, ideas
Features
Green = Complete in the latest Hyperion(276)
Orange = Under development in the latest Hyperion(276)
Red = Not yet started in the latest Hyperion(276)
World server
Login
Updating
Rendering
Multiplayer
NPCs
Update masks
Region system
Communication
Public chat
Commands
Chat options
Friends/ignores/private chat
Report abuse
Inventory/item support
Item class
Container class
Interface container listener
Equipment container listener
Weapon container listener
Swapping/equipping/etc
Banking
Action and action queue system
Clipping and path finding
Login server
Saving/loading/online checking
World password check
PM and friendslist
Cache system
File server
JAGGRAB and HTTP server
Integrated webclient
Web interface
Unique features
Action system:
The action system is another first which is going to prove quite unique as it is developed. There is an Action class and ActionQueue class. The ActionQueue will queue and process actions for a player.
Since a lot of actions share code (i.e. woodcutting and mining are extremely similar), there are some abstract classes such as AbstractHarvestingAction which will contain code common to both.
These allow rapid development and easy bug fixing, as well as just looking cool.
Cached update blocks:
Say you had 100 players in a region, and then a new one logs in. In a traditional server, each 100 players will reconstruct the new player's appearance update block when they login. This server will cache update blocks for the duration of the cycle, so it only happens once, at the expense of slightly more memory usage.
This should give some improvements when there are a lot of players in an area, especially if the updates are large (like appearance blocks).
Pooled player updating:
Player updating is a read only task. This means you can execute it in multiple threads safely. The server creates a thread pool with the same number of cores as the current computer it is running on, and dispatches update tasks to this pool.
To prevent threading issues, the main thread will block until all the updates are complete. Then the main thread may run as usual, processing packets and performing reads and writes safely with little worry of thread-safety.
This can give vast improvements when you have a PC with multiple cores and/or processors.
There are classes allowing you to do this as well (namely the ParallelTask class), however, there are few remaining cases in which this is possible to do safely.
Update server:
The update server uses the ondemand and a Only the registered members can see the link. protocol to stream the cache to the client just like a popular MMORPG. This gives a few advantages: when the cache is modified, it can be pushed out to all new clients very easily with minimum bandwidth used up by subsequent updates (the files in the cache are only updated when the client deems it necessary). Also, no client modifications are needed to make it work as long as your client fills the requirements stated below.
Screenshots
Update server:
Currently broken
Only the registered members can see the link.
Inventory:
Currently broken
Only the registered members can see the link.
Multiplayer:
Currently broken
Only the registered members can see the link.
Equipment:
Currently broken
Only the registered members can see the link.
Benchmark
I've done some testing and it seems the server can handle 2000 players without crashing. However, these are not real players so not entirely accurate. Also, bear in mind the server in fact has very few features and this will have an impact on performance (in a real server if you had 2000 players they would be performing actions).
For those interested in how the benchmark was setup, the SYI attacker was run on the same PC as the server. The PC is dual core, 2.2ghz. With the way in which the server is setup it would perform better on more cores, as not just the input/output is done in a multi-threaded manner. The throttle filter was disabled. With it enabled, they will connect slowly. Also, there is no limit per IP yet.
While this number of players are online, the server is still usable (logins are slower than normal - as expected - but there isn't much lag).
Release
Only the registered members can see the link.
Subversion
Latest and probably last revision is 276
Subversion URL: Only the registered members can see the link. (Only the registered members can see the link.)
License
Copyright © 2009 The Hyperion Development Team
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
THREAD IS BEING WORKED ON! PLEASE WAIT PATIENTLY!