[Nel] Re:More news from the nevrax teams...
Dim Segebart
zager@teleaction.com
Thu, 21 Jun 2001 19:33:30 +0200
It makes sense.
Thank you.
Thursday, June 21, 2001, 6:47:37 PM, you wrote:
DM> To extend the explanation a little - the way we see things is this:
DM> - The server sets for MMORPGs and the like have to be secure - that means
DM> that any old Tom, Dick or Harry can't send a message directly to the economy
DM> service to tell it that they've just won the lottery :)
DM> - This means that the clients only have access to the front end services on
DM> the front end servers and that they don't have access to the naming service.
DM> (in order to connect to the front end services clients have to use the login
DM> service as a go-between... there are examples in our samples directory
DM> showing how this works)
DM> - So - the naming service runs on a smallish LAN that connects the game
DM> servers. It broadcasts messages like 'the xxx service has just arrived at
DM> address yyy' or 'the www service at address zzz has gone down/ disappeared'.
DM> These are cached by each service to keep an up to date address book of the
DM> other services that they can talk to.
DM> - In the normal way we don't see services being started or stopped as a very
DM> high frequency event.
DM> I hope this helps.
DM> Daniel.
DM> --------------------------------------------------------------------
DM> 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).
DM> Right, but in fact, we developed the system to fit our requirement for our
DM> game and in our system (in the shard), the naming service and all ther
DM> services are on a LAN, so we don't have high latency links.
DM> regards,
DM> Vianney Lecroart
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--
Dim Segebart mailto:zager@teleaction.de