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ONRPG Server Architecture

Started by April 10, 2014 04:25 PM
12 comments, last by Pranav Sathyanarayanan 10 years, 7 months ago

Then the client should recognize it is on the boundary of a zone and should update its ghost replica on the pertinent adjacent servers.


I suggest that you only ever update the authoritative state of an entity from the master server for that entity. The client can send suggestions to that server, but the server should enforce the rules, else a hacked client, or some script, could send arbitrary entity updates to your servers and cheat wildly.
enum Bool { True, False, FileNotFound };

Right sorry that is what I meant, suggest to the server to update the ghost replica.

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I do not particularly aim for more than 1000 players concurrently online but it would eventually be nice.

What I have read is that single server at least in CS model could support around 2000 - 6000 players - so in that sense, I think you are aiming kinda big from the start. However, the number of supported players also depends on the type of the game you are making (and how you program it). Such as fast-phased FPS with same CS model might scale only to hundred. I would first try my best with CS model (because it is easiest to implement) and use possible compensatory techniques to make it scale better. After that, modifying it to client-multi-server architecture and implementing interest management technique with regions should still be possible. Thus, I bet you enjoy the moment when you realize that you have a working MOG over CS model - even if it can't support "millions" from the start smile.png

Considering the interest management and regions handle by different servers, I think at least following articles gives good details / more depth overview:

Peer-to-peer architectures for massively multiplayer online games: A Survey

http://dl.acm.org/citation.cfm?id=2522968.2522977

Note: Despite the name of the article it gives good overview of interest management including relevant techniques to make MOGs work

A Communication Architecture for Massive Multiplayer Games

http://dl.acm.org/citation.cfm?id=566503

A Distributed Architecture for MMORPG

http://dl.acm.org/citation.cfm?id=1230040.1230067

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maunovaha: Thank you so much! Those links are practically invaluable to us, we skimmed over each one and it seems like they answer nearly all of our current questions on how to handle this massive game! Considering that a simple CS model can handle at most 2k to 6K depending, and we are only aiming for a few hundred at start this should be perfect. Thank you so much!!

Now all we have to do is implement it haha. Thanks everyone!

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