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<H1>[MUD-Dev] Re: Multi-Server games</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Multi-Server games</LI>
<LI><em>From</em>: Vadim Tkachenko <<A HREF="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</A>></LI>
<LI><em>Date</em>: Wed, 01 Jul 1998 19:23:49 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Ben Greear wrote:
> 
> On Mon, 29 Jun 1998, Vadim Tkachenko wrote:
[skipped]
> > OK, you have the multiple servers and distributed world now, but where
> > do you connect to next time, after you've crossed the world borders?
> >
> > There are at least two possible answers:
> >
> > - Keep the entry point the same and just route the requests to the
> > remote world, thus increasing overhead
> > - Change the entry point, complicating the client (which may not allow
> > it at all, like applet)
> >
> > Any comments?
> 
> I agree, these are two tricky problems.  I'm planning on letting
> the client log onto the server which holds the player.  This information
> can be querried among the servers, so hitting any client should be
> able to point you to the right one.  If I end up using an applet, I'll
> have a httpd server on every game server, with identical jar files etc.
>
> An HTML query of some sorth (cgi?) could generate a page containing the
> correct link to the player's server.
That's exactly why I was asking a question about a LDAP server about a
week ago. I think, it would be wise to hold all the player information
somewhere on the dedicated server (we're coming at the idea of a domain
controller, with an implication of having a backup one and a protocol
which will be able to resolve the right server using broadcasts) and
make all the world servers ask this server[s] about the player info.
Also, the idea of a load balancing comes to my mind...
> An even nastier problem lies in smooth transition between two servers.
> 
> This will be virtually impossible with an applet.
Unless you have a really STUPID redirector service at the server side,
which just pipes the stream to the right server.
WORD OF WARNING: Often the applet/servlet combination appears to be a
logical solution. It is not. I mentioned before that I've implemented a
thing called 'reusable client/server multiprotocol framework', and one
of the components there is a protocol adaptor. So, servlets suck in
comparison to plain sockets (there was a test case ran on both servlet
and socket protocol adaptors): performance penalty is HUGE - at least
100:1, if I remember the results right. Benchmark classes are available
also, on request.
Bottomline: servlets aren't for advanced client. They're MUCH better
than CGI, though.
Side effect: It may be obvious for you guys around here, but was not to
my cow-orkers, that the servlet runs within the usual JVM. Correct me if
it's not right for Windows, but on UNIX it's possible to use the servlet
engine as a booster for another service which accepts the socket
connections and then reconnect to it.
Another side effect: ServletExec (TM?) spawns multiple copies of the
JVM, which breaks the servlet-to-servlet communication which is supposed
to be there. Cure: Apache.
> I'll probably just route the messages through the connecting server to
> any new server, remaining at a max of one hop of course.
Nod
> For local servers running on a faster ethernet connection, that
> shouldn't be too bad.  For largly disparate servers, bandwidth wise,
> another solution would have to be thought up...
I see the situation with multiple servers as for the commercial
enterprise only, so the case you've just described shouldn't be a
problem.
> Ben
-- 
Still alive and smile stays on,
Vadim Tkachenko <vt#freehold,crocodile.org>
--
UNIX _is_ user friendly, he's just very picky about who his friends are
</PRE>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00042" HREF="msg00042.html">[MUD-Dev] [RELEASED]  Update release of ScryMUD (Accepting builders)</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Fri 03 Jul 1998, 02:11 GMT
<LI><strong><A NAME="00036" HREF="msg00036.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 02 Jul 1998, 20:10 GMT
<UL>
<LI><strong><A NAME="00279" HREF="msg00279.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 21 Jul 1998, 18:15 GMT
<UL>
<LI><strong><A NAME="00280" HREF="msg00280.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Tue 21 Jul 1998, 18:40 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00026" HREF="msg00026.html">[MUD-Dev] Re: Multi-Server games</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Thu 02 Jul 1998, 00:25 GMT
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00028" HREF="msg00028.html">[MUD-Dev] Re: Multi-Server games</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 02 Jul 1998, 00:40 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00025" HREF="msg00025.html">[MUD-Dev] RE: Back to the Future (was Re: WIRED: Kilers havemore fun)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 02 Jul 1998, 00:18 GMT
<LI><strong><A NAME="00023" HREF="msg00023.html">[MUD-Dev] Help Request On Creating MUD</A></strong>, 
Strahd Von ZAROVICH <a href="mailto:strahd#bimel,com.tr">strahd#bimel,com.tr</a>, Wed 01 Jul 1998, 23:46 GMT
<UL>
<LI><strong><A NAME="00024" HREF="msg00024.html">[MUD-Dev] Re: Help Request On Creating MUD</A></strong>, 
Jon Leonard <a href="mailto:jleonard#divcom,slimy.com">jleonard#divcom,slimy.com</a>, Thu 02 Jul 1998, 00:16 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>
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