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diff --git a/pipermail/nel/2001-February/000217.html b/pipermail/nel/2001-February/000217.html new file mode 100644 index 00000000..abdd65c1 --- /dev/null +++ b/pipermail/nel/2001-February/000217.html @@ -0,0 +1,138 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Dynamic load balancing?</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:jmark4%40home.com"> + <LINK REL="Previous" HREF="000232.html"> + <LINK REL="Next" HREF="000229.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Dynamic load balancing?</H1> + <B>Jared Mark</B> + <A HREF="mailto:jmark4%40home.com" + TITLE="[Nel] Dynamic load balancing?">jmark4@home.com</A><BR> + <I>Mon, 19 Feb 2001 15:43:59 -0600</I> + <P><UL> + <LI> Previous message: <A HREF="000232.html">[Nel] Dynamic load balancing?</A></li> + <LI> Next message: <A HREF="000229.html">[Nel] Dynamic load balancing?</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#217">[ date ]</a> + <a href="thread.html#217">[ thread ]</a> + <a href="subject.html#217">[ subject ]</a> + <a href="author.html#217">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>Okay, so what you're saying is basically this... + +By seperating the services, you can have a cluster of machines, each running +different services, and thus, keeping the load down across the board. You +would have a single system, for example, handling just combat resolution, +and you would have another system that would keep track of the database... +or on an even more molecular level (assuming you have a very large world +with huge database demands) a database service that is strictly dedicated to +handling certain types of objects (like dynamic world objects such as rocks +and such, as opposed to character objects like their posessions in their +backpacks for example). + +You would have other servers running the service managers for the AI of the +monsters, etc, etc, etc... + +So instead of dividing up the world into geographical sectors and having a +single system handle each sector... you would divide the world up into +different processes, and have each system handle the specific process for +the entire world. + +Let me know if I'm getting pretty close to what you're trying to say here. +;) My only question on the whole thing would be... what happens if you run +into a problem where activity on a process gets to be too much for a +server... would you be forced to upgrade that server? Or could you +theoretically split the process between two systems? (running the same +serice twice in the same cluster, on different systems). + +----- Original Message ----- +From: "Vincent Archer" <<A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A>> +To: <<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>> +Sent: Monday, February 19, 2001 10:33 AM +Subject: Re: [Nel] Dynamic load balancing? + + +><i> According to Glaze: +</I>><i> > Hello, +</I>><i> > +</I>><i> > I have one "small" question and I hope this is the right place to ask +</I>it. I +><i> > was just wonder how (or if) you will solve the question of how to +</I>balance +><i> > the workload on the game servers, will you use some kind of dynamic load +</I>><i> > balancing or have you opted for another approach. +</I>><i> +</I>><i> Hmm, I realise I've explained what is dynamic load balancing, but I +</I>><i> haven't answered this question. +</I>><i> +</I>><i> Let's hope we have a good discussion on this :) +</I>><i> +</I>><i> If you look at some of the basics in the... ok in the future design +</I>><i> documents, you see we're working with a kind of ORB approach, with +</I>><i> a naming service, which lets you discuss with specific services. +</I>><i> +</I>><i> We're aiming for a functional approach, not the classic EQ/UO/AC +</I>><i> geographical approach. In that classic model, each processus is a +</I>><i> complete copy of the code. It contains everything, from spell effects +</I>><i> to pathfinding to combat code. Each process serves a specific "area", +</I>><i> which is defined by an X/Y/Z box (or, for EQ, a zone ID number, since +</I>><i> each area is strictly separate). +</I>><i> +</I>><i> We're not going to use this approach. Chiefly because static allocation +</I>><i> fails when you put too many objects in the same area (be it because a +</I>><i> guild has decided to hold a meeting of all its 350 members there, or +</I>><i> because we want to have an event with an army of 100 mobs spawning). +</I>><i> And, as I explained somewhere else, dynamic allocation means: +</I>><i> 1) A complete lack of control on what process is doing what, and +</I>><i> 2) A need for a very fast way of finding who is near you and under +</I>><i> which process control +</I>><i> +</I>><i> What we're aiming for is a functional approach. That is, each service +</I>><i> provides specific functions. For example, all items in the game are +</I>><i> handled by a single service. Combat runs on a separate service. +</I>><i> And so on. +</I>><i> +</I>><i> I'll let you imagine how this works, and then will further explain as +</I>><i> you try to shoot holes into that design. :) +</I>><i> +</I>><i> -- +</I>><i> Vincent Archer Email: +</I><A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A> +><i> +</I>><i> Nevrax France. Off on the yellow brick road +</I>we go! +><i> _______________________________________________ +</I>><i> Nel mailing list +</I>><i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A> +</I>><i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A> +</I>><i> +</I> + +</pre> + + + + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000232.html">[Nel] Dynamic load balancing?</A></li> + <LI> Next message: <A HREF="000229.html">[Nel] Dynamic load balancing?</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#217">[ date ]</a> + <a href="thread.html#217">[ thread ]</a> + <a href="subject.html#217">[ subject ]</a> + <a href="author.html#217">[ author ]</a> + </LI> + </UL> +</body></html> |