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The One Man MMO Project
The story of a lone developer's quest to build an online world :: MMO programming, design, and industry commentary
First Multi-Server Combat
By Robert Basler on 2016-11-06 00:05:25
Homepage: onemanmmo.com email:one at onemanmmo dot com

I made some good progress on getting multiple servers working this week. The screenshot below shows the first multi-server combat encounter where each client was connected to a different server. Most of the work so far has been on Interest Management - how the server keeps track of which clients and which servers are interested in which units. Interest in Miranda is vastly complicated and I built it long ago, so a lot of time goes into just trying to figure out how it is supposed to work. Progress is slow but it is looking good so far.

The%20Imperial%20Realm%20-%20Miranda%20-%20First%20Dual%20Server%20Combat_Lo.jpg
[First Dual-Server Combat]

Toying with Linux



I have been looking into server solutions for Miranda this week and I've discovered that most of the really cool options are Linux-only. This is a problem for me with all my Windows server software. If you're looking to rent servers, Windows adds about $35/month to the cost of the server. I can get 7 Linux VPS' for the cost of Windows for just one server! I'm kind of surprised that Azure doesn't use that as a competitive advantage (they charge Windows and Linux at the same price, but it seems to be at what other companies charge for Windows so that's not really much of an advantage now is it?) So I spent a few hours this week getting started porting the server software to Linux. There's a bit of work there, and I have other more important things to work on, so I'll be going at that in my spare time.

ubuntuport_Lo.jpg
[It doesn't compile yet...]


Don't get too excited thinking this means there's a Linux client coming. The client has a lot more Windows code than the servers, so no plans there yet.

By Lex Mitchell on 2016-11-08 07:39:31
Homepage: twitter.com/lexmitchell email:
Out of interest did you look using PaaS solutions rather than VM's? If you are using Azure the Service Fabric might make more sense as you can scale up and down in response to load in a far more controlled way than with raw VMs.

Once you are using compute services (and potentially messaging) it becomes a lot easier to have smaller distributed services running in parallel rather than monolithic server instances.

Conversely, if you already considered this and thought it wouldn't work I'd be interested as to why. I could well imagine the trade-offs of a synchronised multiplayer server could be quite different to the sort of systems I work with.
By Lex Mitchell on 2016-11-08 07:52:20
Homepage: twitter.com/lexmitchell email:
Thinking about it, you could even keep it fairly monolithic and use Web or Worker Cloud Service roles on Azure and still get a lot of the PaaS style benefits.
By Robert Basler on 2016-11-08 10:01:49
Homepage: onemanmmo.com email:one at onemanmmo dot com
I hadn't heard of Service Fabric, that's pretty neat. Unfortunately my servers are C++, Service Fabric apps seem to be written in C#.

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