From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- pipermail/nel/2001-June/000430.html | 90 +++++++++++++++++++++++++++++++++++++ 1 file changed, 90 insertions(+) create mode 100644 pipermail/nel/2001-June/000430.html (limited to 'pipermail/nel/2001-June/000430.html') diff --git a/pipermail/nel/2001-June/000430.html b/pipermail/nel/2001-June/000430.html new file mode 100644 index 00000000..bf352cf3 --- /dev/null +++ b/pipermail/nel/2001-June/000430.html @@ -0,0 +1,90 @@ + + + + [Nel] Re:More news from the nevrax teams... + + + + + + +

[Nel] Re:More news from the nevrax teams...

+ Daniel Miller + miller@nevrax.com
+ Thu, 21 Jun 2001 18:47:37 +0200 +

+
+ +
To extend the explanation a little - the way we see things is this:
+
+- The server sets for MMORPGs and the like have to be secure - that means
+that any old Tom, Dick or Harry can't send a message directly to the economy
+service to tell it that they've just won the lottery :)
+
+- This means that the clients only have access to the front end services on
+the front end servers and that they don't have access to the naming service.
+(in order to connect to the front end services clients have to use the login
+service as a go-between... there are examples in our samples directory
+showing how this works)
+
+- So - the naming service runs on a smallish LAN that connects the game
+servers.  It broadcasts messages like 'the xxx service has just arrived at
+address yyy' or 'the www service at address zzz has gone down/ disappeared'.
+These are cached by each service to keep an up to date address book of the
+other services that they can talk to.
+
+- In the normal way we don't see services being started or stopped as a very
+high frequency event.
+
+I hope this helps.
+
+Daniel.
+
+
+--------------------------------------------------------------------
+Hello,
+
+
+> I have a question about the caching for the naming service. You say it
+> automatically corrects caches when services move or are deleted. This
+> doesn't sound very scalable, it every client querying the name server
+> has to be contacted when something they asked about changed (especially
+> over high latency links).
+
+
+Right, but in fact, we developed the system to fit our requirement for our
+game and in our system (in the shard), the naming service and all  ther
+services are on a LAN, so we don't have high latency links.
+
+regards,
+
+Vianney Lecroart
+
+
+
+ + + +
+

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