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Re: Architecture game online

Hello, koenig, you wrote: F>> who  debugs servers?! Only broad gulls and  K> it more boringly and longer while the person with  crawls on one hundred code lines and on the middle forgets that was in the beginning, the person with broad gulls transits, analyzes, corrects tests and launches two more iterations. K> to be proud of what there was only this variant - it is not necessary,  i.e. broad gulls it is bad, and the impossibility  distributed system is norms? K> and in what pleasure? A time delay are rollbacks and catching up events from past K> each synch point fastened on a network are potential time delays K> if at you 1 server and there is no instant (more precisely very fast) the weapon rollbacks only on the client are necessary to you thus that for clients one hole is used, it and will be synch point. It means only that the amount of updates becomes less, and requirements to real time on  - above. F>> for simplification still it is possible to make, that not game entities from different servers among themselves did not interact, but only with the player. K> a fig > really someone such drives simplification K on a network? There was a precedent?  from different locations in games with the smooth passage between .

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Re: Architecture game online

F> i.e. broad gulls it is bad, and the impossibility  distributed system is norms? Broad gulls it is necessity,  is  K>> and in what pleasure? A time delay are rollbacks and catching up events from past K>> each synch point fastened on a network are potential time delays K>> if at you 1 server and there is no instant (more precisely very fast) the weapon rollbacks only on the client are necessary to you F> thus that for clients one hole is used, it and will be synch point. If it it is stupid  packets are simply additional time delay, without additional  in the form of reduction of conflicts (with  in the form of 1 connection with the client) and if will struggle with conflicts - well here it and will be a feeble place what for then some servers to fence, if all the same on an output someone sits, sees the whole world and fulfills rollbacks F> it means only that the amount of updates becomes less, and requirements to real time on  - above. Here it did not understand updates at us so much, how many it is necessary for the client that the picture was tolerant F>>> for simplification still it is possible to make, that not game entities from different servers among themselves did not interact, but only with the player. K>> a fig >> really someone such drives simplification K on a network? There was a precedent? F>  from different locations in games with the smooth passage between . And why them, instead of players? On idea it is enough action of players to drive?

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Re: Architecture game online

Hello, koenig, you wrote: F>> i.e. broad gulls it is bad, and the impossibility  distributed system is norms? K> broad gulls it is necessity,  is  it is a rudiment initial  formations. A sign of low culture of development. K> what for then some servers to fence, if all the same on an output someone sits, sees the whole world and fulfills rollbacks to process a lot of logic. For example,  AI. Besides, this point can discard lagging behind updates of servers and to be engaged in equalization. F>> it means only that the amount of updates becomes less, and requirements to real time on  - above. K> here it did not understand K> updates at us so much, how many it is necessary for the client that the picture was tolerant if there is a synch point, which  parallel updates it will brake result for the client. I.e. framerate will be more low. F>>>> for simplification still it is possible to make, that not game entities from different servers among themselves did not interact, but only with the player. K>>> a fig >>> really someone such drives simplification K on a network? There was a precedent? F>>  from different locations in games with the smooth passage between . K> and why them, instead of players? On idea it is enough action of players to drive? So players with one  see  with another. And at last the behavior should is normal to look.

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Re: Architecture game online

Hello, Glory, you wrote: Speak, Eve Online works on a cluster connected Infiniband. However, such approach contradicts normal workflow "money at us is not present, therefore let's be launched on a shit and as money appear - a shit we buy in addition, and we will write at once on MongoDB, it on a shit is well scaled". And there one tic is equal to one second, at 100 msec do not raise.

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Re: Architecture game online

Hello, Nik, you wrote: N> At us here small dispute quitted: whether to divide physically process shorthanding game world with the unit responsible for exterior interactions (sockets)? No. N> i.e. it is possible: N> - all to leave within the limits of one process. N> - to use two applications which through pipe exchange  packets. N> - generally to divide on the different servers, one server shorthands the world, sends  the data through sockets on other server, and that already delivers all on the world. And in what of advantage of 2 and 3 variants? They solve what problem? N> P.S. N> difficult enough and the server strains the Game world on a maximum. The typical sizes of a packet for one player - 500 in its side and 8 byte of reversely, 15-20 frames per second. Presumably one server should support hundreds players.  for the difficult world small packets... Were not mistaken in estimations?

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Re: Architecture game online

Hello, Qbit86, you wrote: F>>> - the server for a meta-game somewhere else should be hidden. N>> it that? Q> Ratings, , , tournaments, seasons, actions. These are more purchases, prorolling, quests, , clans, spot-checks.

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Re: Architecture game online

Hello, gandjustas, you wrote: N>> - generally to divide on the different servers, one server shorthands the world, sends  the data through sockets on other server, and that already delivers all on the world. G> and in what of advantage of 2 and 3 variants? They solve what problem? I ask, because I know nuances of safety of such servers insufficiently. Potential advantages: - Creation of analog DMZ - Stability augmentations: in case of problems the network unit can be banged and quickly to restart, clients . - to release the server considering game from additional functions: whether it is not enough on hundreds clients starts to brake for the account of operation of a network subsystem. N>> difficult enough and the server strains the game world on a maximum. The typical sizes of a packet for one player - 500 in its side and 8 byte of reversely, 15-20 frames per second. Presumably one server should support hundreds players. G> Cheto for the difficult world small packets. . Were not mistaken in estimations? Not, game conceptual, it is not necessary to transfer much.

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Re: Architecture game online

Hello, Nik, you wrote: N> Hello, gandjustas, you wrote: N>>> - generally to divide on the different servers, one server shorthands the world, sends  the data through sockets on other server, and that already delivers all on the world. G>> and in what of advantage of 2 and 3 variants? They solve what problem? N> I ask, because I know nuances of safety of such servers insufficiently. To you still early of it to think. N> potential advantages: N> - Creation of analog DMZ it protects From what problem. N> - stability augmentations: in case of problems the network unit can be banged and quickly to restart, clients . For this purpose the network unit should not be separate process. N> - to release the server considering game from additional functions: whether it is not enough on hundreds clients starts to brake for the account of operation of a network subsystem. It is necessary to do all input-output asynchronous in such servers.

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Re: Architecture game online

Hello, gandjustas, you wrote: N>> Potential advantages: N>> - Creation of analog DMZ G> it protects From what problem. Judging by that anybody told nothing - probably it is not necessary. N>> - to Release the server considering game from additional functions: whether it is not enough on hundreds clients starts to brake for the account of operation of a network subsystem. G> it is necessary to do All input-output asynchronous in such servers.  it asynchronous, but it how many yes guzzles processor time?

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Re: Architecture game online

Hello, Nik, you wrote: N>>> - to Release the server considering game from additional functions: whether it is not enough on hundreds clients starts to brake for the account of operation of a network subsystem. G>> it is necessary to do All input-output asynchronous in such servers. N> Esteststvenno it asynchronous, but it how many yes guzzles processor time? Imperceptibly it is not enough, in comparison with input-output data handling.

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Re: Architecture game online

Hello, gandjustas, you wrote: N>> Esteststvenno it asynchronous, but it how many yes guzzles processor time? G> it is imperceptible a little, in comparison with input-output data handling. Abruptly Me nuances which I could not know interested. While anything unexpected, like, did not float.

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Re: Architecture game online

F>>> i.e. broad gulls it is bad, and the impossibility  distributed system is norms? K>> broad gulls it is necessity,  is  F> it is a rudiment initial  formations. A sign of low culture of development. ! The macho in  you tell any not clear to me things: K>> what for then some servers to fence, if all the same on an output someone sits, sees the whole world and fulfills rollbacks F> to process a lot of logic. For example,  AI. What there for ai to which through a network it is not a pity to walk? And whether it is time to push in that case it in ? F> besides, this point can discard lagging behind updates of servers and to be engaged in equalization. What is the lagging behind updates of servers? If it is the stray udp packets from the client there one number is compared (number last accepted). It as though not operation generally. What equalization is possible, if everyone  is loaded  by a world piece? Where ? There all on the fixed algorithm should be. F>>> it means only that the amount of updates becomes less, and requirements to real time on  - above. K>> here it did not understand K>> updates at us so much, how many it is necessary for the client that the picture was tolerant F> if there is a synch point, which  parallel updates it will brake result for the client. F> i.e. framerate will be more low. I do not know, how for the client it is possible  parallel updates a flow of updates for the client one, what there ? If it is entering - that them not , these are the input data for world calculation, them in calculation feed. F>>>>> for simplification still it is possible to make, that not game entities from different servers among themselves did not interact, but only with the player. K>>>> a fig >>>> really someone such drives simplification K on a network? There was a precedent? F>>>  from different locations in games with the smooth passage between . K>> and why them, instead of players? On idea it is enough action of players to drive? F> so players with one  see  with another. And at last the behavior should is normal to look. npc coordinated for the player - same state the player, also should  together with the player at change ? Not  - it even the way cannot find in general, these are any difficult and not clear to me games

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Re: Architecture game online

Hello, koenig, you wrote: F>>>> i.e. broad gulls it is bad, and the impossibility  distributed system is norms? K>>> broad gulls it is necessity,  is  F>> it is a rudiment initial  formations. A sign of low culture of development. K> ! The macho in  it here at anything. Simply there are tasks which cannot be solved , and broad gulls it is possible. F>> to process it is a lot of logic. For example,  AI. K> that there for ai to which through a network it is not a pity to walk? And whether it is time to push in that case it in ? Can, it already in  is simple if to allow to adjust AI it wind very much and very difficult. F>> besides, this point can discard lagging behind updates of servers and to be engaged in equalization. K> that such lagging behind updates of servers? If it is the stray udp packets from the client there one number is compared (number last accepted). It as though not operation generally. Servers at various times answer you. It is necessary to wait for them. K> what equalization is possible, if everyone  is loaded  by a world piece? Where ? There all on the fixed algorithm should be.  are in the habit to die. K> I do not know, how for the client it is possible  parallel updates you reduce time, you sort, you roll update, not? F>> so players with one  see  with another. And at last the behavior should is normal to look. K> npc coordinated for the player - same state the player, also should  together with the player at change ? Not  - it even the way cannot find well, pieces of the worlds  are intersected. And  are all the same restricted by a zone of the pasture.

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Re: Architecture game online

Hello, neFormal, you wrote: F> it here at anything. Simply there are tasks which cannot be solved , and broad gulls it is possible. So, and why you think, what distributed system it is impossible ? And that at me three  permanently is opened just for this purpose (but not in the given project).

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Re: Architecture game online

F>>> besides, this point can discard lagging behind updates of servers and to be engaged in equalization. K>> that such lagging behind updates of servers? If it is the stray udp packets from the client there one number is compared (number last accepted). It as though not operation generally. F> servers at various times answer you. It is necessary to wait for them. . For now we wait, it is possible to think - that we benefited such architecture. K>> what equalization is possible, if everyone  is loaded  by a world piece? Where ? There all on the fixed algorithm should be. F>  are in the habit to die. It already any certain genres - that players were ready to wait for a raising new  K>> I do not know, how for the client it is possible  parallel updates F> reduce time, sort, roll update, not? So it not updates, is events with any adjacent  - type therefrom someone , i.e. It is a part  a pattern - them not  and feed in . To the client with its leaking  departs that he a corpse, its state lives on one  F>>> so players with one  see  with another. And at last the behavior should is normal to look. K>> npc coordinated for the player - same state the player, also should  together with the player at change ? Not  - it even the way cannot find F> well, pieces of the worlds  are intersected. And  are all the same restricted by a zone of the pasture. I so understand, eve is the bad example of all of it. And who good? I want  architecture

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Re: Architecture game online

Hello, koenig, you wrote: F>> servers at various times answer you. It is necessary to wait for them. K> . For now we wait, it is possible to think - that we benefited such architecture. Counted more events in the world. Not, if at you there one and a half navvy run to the left-to the right, profit from this any. And at difficult simulation it is possible to utilize some capacities. K>>> what equalization is possible, if everyone  is loaded  by a world piece? Where ? There all on the fixed algorithm should be. F>>  are in the habit to die. K> it already any certain genres - that players were ready to wait for a raising new  well, present the conditional Eve. With their deceleration of time players wait. K>>> I do not know, how for the client it is possible  parallel updates F>> you reduce time, you sort, you roll update, not? K> so it not updates, is events with any adjacent  - type therefrom someone , i.e. It is a part  a pattern - them not  and feed in . K> to the client with its leaking  departs that he a corpse, its state lives on one -> <- here if such happens on boundary of two  the client receives  (and ) from two sources, and those about each other can not know. F>>>> so players with one  see  with another. And at last the behavior should is normal to look. K>>> npc coordinated for the player - same state the player, also should  together with the player at change ? Not  - it even the way cannot find F>> well, pieces of the worlds  are intersected. And  are all the same restricted by a zone of the pasture. K> I so understand, eve is the bad example of all of it. And who good? I want  architecture with their speeds it can and not so terribly/considerably. In this case I take examples from RPG type WoW. In them there are pastures  which cannot far escape from it for you and come back home.

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Re: Architecture game online

Hello, Nik, you wrote: F>> it here at anything. Simply there are tasks which cannot be solved , and broad gulls it is possible. N> So and why you think, what distributed system is impossible ? And that at me three  permanently is opened just for this purpose (but not in the given project). And  on a network are synchronized? I do not say that it is impossible  such system. It is possible. An erlango-code . But tasks of type of races on  under loading can be solved . And  - is not present.

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Re: Architecture game online

Hello, Nik, you wrote: N> At us here small dispute quitted: whether to divide physically process shorthanding game world with the unit responsible for exterior interactions (sockets)? The Right answer - only Erlang (well the Elixir can). Wooga and MachineZone do not allow to tell lies. And further  a pattern - process per message.

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Re: Architecture game online

Hello, Shubin Evgenie, you wrote: N>> At us here small dispute quitted: whether to divide physically process shorthanding game world with the unit responsible for exterior interactions (sockets)? > the Right answer - only Erlang (well the Elixir can). Wooga and MachineZone do not allow to tell lies. > And further  a pattern - process per message. Very thin joke.

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Re: Architecture game online

Hello, Shubin Evgenie, you wrote: > the Right answer - only Erlang (well the Elixir can). Wooga and MachineZone do not allow to tell lies. Thanks, I once already rewrote all system, from me sufficed.

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Re: Architecture game online

Hello, Nik, you wrote: N> Thanks, I once already rewrote all system, from me sufficed. Give I will guess, rewrote with With on With ++ or with With ++ on With ++. If so, it is a known stage of approach of an enlightenment, it transited. And, generally, with / ++ has  to suffer, if plan to get into one machine on a hosting, with a cluster it is already possible to overstrain. And  it will be strongly necessary above an average.