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MMORPG networking Solutions

Started by May 31, 2015 07:58 AM
27 comments, last by rustin 9 years, 3 months ago

Hello guys ,

 

 Me and my team is making a MMORPG Mafia game 3D 

we have done lot of arts and stuffs but for a MMO networking is like the core thing

and i was thinking of using pre-made networking solutions for the game like : Forge , Photon , Bolt etc ..

but i did got alot of suggestions to use custom solution that networking guys made by themself

 

so what is you suggestion ?

have you made any networking solution for MMO that my team can use ?

how to make server sides workload lower ? best suggestion i mean

 

(i worked on this field for 7 years mostly as Team marketing lead , Project management and etc .. )

i have a good team with me but we are in lack of networking guys who have experience in MMO field 

is possible drop a message in skype or email

 

How many players do you expect to have on each server?

How often does the game update? Is it real-time, or does it update in ticks?

Is it Web based or client based with a standalone program?

These all determine what solution you should choose.
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well 2000+ CCU a server

well the game dont have much updates all time
and we are planing to do auto updates when new contents like new city , or any new items available
and OFC client based

Updates means how many times/second does the game world update it's status, and communicate that change to each CCU.

Also, 2000+ CCU per server is impossible for what you're doing.

How MMO's need to work is have many servers handling small zones, and those zone servers communicate needed data with each other. This way you can keep most areas under 40~ interactions between players.

I don't think you have enough experience with this type of project from a technical perspective. Definately not enough to choose a framework. Have your network guy create a list of questions instead.

I don't work in gamedev, but I work on a realtime medical processing engine that spans 40~ application servers, 5 web servers, 2 database clusters, and handles 35 million assorted medical transactions per day. Our DB servers alone cost us $750K per server (We have 6, 2 per cluster + 1 failover), and we wouldn't be able to handle an MMO with 2k+ ccu.

well i was thinking of showing player around 15m near you

@conquestor3 I don't know much about this topic and my question may be offtopic too, but I never understood why it is rather possible, and less costly, to have many servers handling many players than one powerful server handling them all? I mean, of course such a powerful server would be costly, but aren't many smaller ones too? And isn't it inefficient to pass data between servers all the time?

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ofc we have different servers its for zoning mostly

well i was thinking of showing player around 15m near you

What view distance, and how many players do you expect to be around in that distance, though?

How far away is it acceptable to see innacurate information? And again, what update rate are you confortable with? These are questions for your team members who are experienced on the network side. Only they know what they're planning, and what the requirements are.

@conquestor3 I don't know much about this topic and my question may be offtopic too, but I never understood why it is rather possible, and less costly, to have many servers handling many players than one powerful server handling them all? I mean, of course such a powerful server would be costly, but aren't many smaller ones too? And isn't it inefficient to pass data between servers all the time?

Some games take a 1 server approach, but the issue is that one server can only do so much. For example, APB has 1 server per instance (not including db/chat/mail/persistance servers) for gameplay logic, however, the tradeoff is that they can only have 100 people per instance (If any more than 20~ go to an area it becomes really laggy/incorrect).

The goal when engineering an MMO is to reduce how much data's passing through the servers. This is why there are seperate servers for things like persistance storage, and zone servers only communicate absolutely necessary data to each other.

The problem with most programs is that many items become a n^2 problem. In other words updating for 20 people in an area requires more care then updating an area for 2 people. This is similarely scaled up when people start congregating and you need to have an effective solution for 200 people.

In order to reduce this, you want to try parralelize as much work as possible. Going to multi-server setups is a natural solution to that. Even better if the servers can take work from the same zones. If you can take a 2k+ccu server down to 100 20CCU servers without ruining the illusion, then you've got a solution.

its a 3rd person view

and 20-40 players in that distance im not sure about update rates still

maybe 30 updates a sec ?

and when PvP or any other battle starts they will be taken to a battle space where all the battle and things are executed

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