MV3D Development Blog

February 8, 2009

Redundancy, check.

Filed under: Uncategorized — SirGolan @ 2:42 pm

After about a week of banging my head against the wall trying to figure out a better way to do redundancy in MV3D, I think I’ve finally got it worked out. I even have code to back it up. What I’ve created is a redundant pool of objects. Servers can join or leave the pool, and objects are replicated to all servers in the pool. One server is the master and the rest are slaves. If the master goes down, one of the slaves picks up the slack. The master can re-join the pool as a slave. It seems to work great.

The next step is writing a million more tests to make sure it acts properly in every situation I can think of. Once that is done, I think I can build on the platform I created to make different types of HA pools. For instance, one that divides objects up into sub pools.

Anyway, I’m pretty happy with this new method of keeping things redundant. It’ll take a while to integrate it into the rest of the code, but I don’t foresee any major problems. It is pretty cool though, I just implemented a method to move items from one pool to another. This could be used when changing the partitioning around, or (if I do one pool per area) when an item moves from one area to another.

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