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Hello, 

 

First of all, thank you for creating this game mode..! 

 

Question for the Mod Developers: (Couple of questions :)
 

Q1 : What language is the server written in?

Q2 : How many GameServers are running on the servers ? How do you control all server modules ? (Master server ?)  What if the master server is closed?

Q3 : If you want to make an update to GameServer application, how do you distribute updates to all modules at the same time ?

Q4 : How to design your server ditrubuted-architecture-pattern ?

Q4 : How many lines of code does the server work with? (Libraries are not counted! :)) Is it Async or Sync ?

Q5 : How many player can handle a single GameServer ? 

 

Thank You !

Best regards...

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On 9/2/2017 at 2:39 AM, HumaneWolf said:

This is a few months old, but still answers some of the questions:

 

I could probably answer some of the other questions, but it's best left to a developer, since they know the mod itself and the game servers better than I do.

 

Thanks, I just wondered. :)

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  • 3 weeks later...
On 9/1/2017 at 6:17 PM, Dentrax said:

Hello, 

 

First of all, thank you for creating this game mode..! 

 

Question for the Mod Developers: (Couple of questions :)
 

Q1 : What language is the server written in?

Q2 : How many GameServers are running on the servers ? How do you control all server modules ? (Master server ?)  What if the master server is closed?

Q3 : If you want to make an update to GameServer application, how do you distribute updates to all modules at the same time ?

Q4 : How to design your server ditrubuted-architecture-pattern ?

Q4 : How many lines of code does the server work with? (Libraries are not counted! :)) Is it Async or Sync ?

Q5 : How many player can handle a single GameServer ? 

 

Thank You !

Best regards...

Q1:

CPP for game server, Web tier is PHP.

Q2:

depends on the server, the most populated server can only handle a single machine. Sessions etc. is handled by our API, this is a load balanced service, so the outage have to be substantial, in which case, nothing would work anyways.

Q3:

Manually, the scale of the game server deployment isn't big enough to justify a fully automated deployment.

Q4:

Wing it./s The Web tier's distributed platform is largely based on testing various approaches others have done prior (Puppet, chef, ansible, docker, kubernetes, etc.) and utilizing knowledge we've gained from our day jobs to think up different approaches and test those.

Q4(5?):

Web tier is a mix of async and sync, mostly sync though as PHP doesn't lend itself terribly well to async yet.

 

Just to flesh out a little on Q2 and 4;

We are actually in the process of changing up our web tier, both in the way things are deployed, but also in the fault tolerance (more than 1 entrypoint to our web tier, improved fault detection and automatic handling of faults).

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