MV3D Development Blog

September 8, 2006

Two Servers Are Better Than One

Filed under: Uncategorized — SirGolan @ 4:31 pm

MV3D took a pretty big step forward last night. I ended up working on the problem with player movement and multiple servers. That means I setup two seperate MV3D servers that would share the simulation of the game world between them. In this case, I was simulating a simulation server which would live in the middle part of the network and a player server to which players could directly log in. (Standard server setup for those not in the know– a front end server interfaces with the public (through a firewall). The front end server talks through another firewall to a mid level server (sometimes called application server). The front level server is more or less a proxy whereas the mid level server does a lot of the calculations. The mid level server(s) talk to back end servers (database servers and such) through a third firewall (if you believe Cisco– and keep in mind they’d like to sell you all three firewalls for about the cost of a nice car).

Aaaaanyway, I was using a front end player server and mid level simulation/realm server. So the player connects to the player server which then gets info from the simulation server about where objects are and what they’re doing. There were quite a few bugs.. In things I had written unit tests for even. But it works now with one sort of annoying bug.

It was a real testament to Twisted (and me of course! hah) that connecting through the player server to the sim server (running on a seperate machine) didn’t incur any real noticeable lag. Granted, the two servers were on the same network, but that would normally be the case in a real production level MV3D environment. (in fact, they’d be on a gigabit+ network, none of this silly 100mbit stuff that I have)

Either way, it was really cool (even though it did exactly the same thing that running one server does) because it shows that the multiple server design of MV3D is promising. (and at least mostly functional)

The player server didn’t even have the username and password for the player I logged in as. It got that off the other server as well (and still no noticeable lag).

Any alpha testers? :) I’ve decided that I don’t want to open up the test to anyone that I don’t know. I should be able to finish the remaining items listed as enhancements for the alpha this weekend.

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