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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+ <H1>[Nel] peer to peer ?
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+ <B>nicolas.boulay@ifrance.com
+ </B>
+ <A HREF="mailto:nicolas.boulay%40ifrance.com"
+ TITLE="[Nel] peer to peer ?">nicolas.boulay@ifrance.com
+ </A><BR>
+ <I>Tue, 18 Dec 2001 12:15:59 GMT</I>
+ <P><UL>
+ <LI> Previous message: <A HREF="000823.html">[Nel] open source MMORPG and hacks/cheats question (probablyoff topic)
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+<PRE>--__--__--
+
+Message: 3
+From: &quot;Vianney Lecroart&quot; &lt;<A HREF="mailto:lecroart@nevrax.com">lecroart@nevrax.com</A>&gt;
+To: &lt;<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>&gt;
+Subject: Re: [Nel] server architecture (front end,
+load balancing, login service, ....)
+Date: Mon, 17 Dec 2001 15:22:30 +0100
+charset=&quot;iso-8859-1&quot;
+Reply-To: <A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>
+
+&gt;<i> But how clients are balanced between the N front
+</I>ends of a shard ?
+
+For now, the welcome service does a dumb balancement
+(try to have the same
+player number on each front end).
+
+&gt;&gt;&gt;&gt;<i> Why don't you try to use LVS ?
+</I>More generaly do you plan to make direct connection
+between client (such peer to peer network, or
+distributed computing) ? It could be nice for
+reduicing trafic to the server. To havoid cheating,
+each client cheeck data as the server does. Maybe it
+could be possible to connect people which interract a
+lot (in the same area, ...), there is still some
+mouvement with server to handle critical ressouces.
+So mouvement to the center server are almost reduice
+to the minimum.
+
+Does i smoke too much ?
+
+nicO
+
+
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+</pre>
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