08-10-2013, 06:07 PM
(This post was last modified: 08-10-2013, 06:09 PM by redstonewarrior.)
I think you might have misunderstood, the approach doesn't involve hardcoding each connection. It's a tree-based routing scheme, with successively more robust routers moving towards the root. The root router would be massively parallel. It would service, say, 16 routers. The next layer would split the next two address bits and be, say, at the corner of four plots (to allow all four plots to have one IP (each), while having the router close enough to be loaded when in use.)
You could easily assign dynamic IPs, but the infrastructure remains the same (from an outside viewpoint), and there's little point (as introducing and removing routers from the network is a task in itself.) In other words, to add one person, you just need to give their local group a router, and connect it to the large one at spawn. Automatic IP assignment via I/O port indexing, and it logically follows the plotmap.
You could easily assign dynamic IPs, but the infrastructure remains the same (from an outside viewpoint), and there's little point (as introducing and removing routers from the network is a task in itself.) In other words, to add one person, you just need to give their local group a router, and connect it to the large one at spawn. Automatic IP assignment via I/O port indexing, and it logically follows the plotmap.