Re: [nodejs] Re: MMO game node balancing multi servers

2014-05-04 Thread Charlie Crane
You can try pomelo framework. All these difficult things are done by the framework. https://github.com/NetEase/pomelo On Wed, Apr 23, 2014 at 3:06 PM, 박성우 wrote: > I have a similar problem in that issue. > > I was developped PvP msg relay server using nodeJS & socket.IO and redis. > For load

[nodejs] Re: MMO game node balancing multi servers

2014-05-03 Thread 박성우
I have a similar problem in that issue. I was developped PvP msg relay server using nodeJS & socket.IO and redis. For load balancing, Try to develop another server (front-end). I am considering the technology are as follows: 1. websocket prxoy using node http proxy module. 2. another websock

[nodejs] Re: MMO game node balancing multi servers

2012-07-06 Thread Peter Holdsworth
I am developing a poker server to support circa 100,000 concurrent players using node.js socket.io and redis. My node servers are split between multiple front-end socket servers and multiple back-end game servers. Game servers support pools of poker tables. When a player is playing at a table, me

Re: [nodejs] Re: MMO game node balancing multi servers

2012-07-05 Thread Adam Reynolds
Hi, Are you looking at this incorrectly? Should you be looking into 'handing off' players between game servers not locking a user to a specific server and expecting game servers to maintain state. Your solution will create an immense amount of traffic between servers and eventually you will flood y

Re: [nodejs] Re: MMO game node balancing multi servers

2012-07-05 Thread Dominic Tarr
hi, I've been doing quite a bit of research into this area recently. there is a lot of interesting stuff, I have a blog post that summarizes some approaches and links to some papers http://dominictarr.com/post/25083602144/distributed-programming-is-easy eventual consistency is not actually that di

Re: [nodejs] Re: MMO game node balancing multi servers

2012-07-05 Thread hd nguyen
Thanks Dan, Separating each game on a server is good idea, but when the number of users for that game is big enough, that exceeds server processing ability, so we need to scale out (cannot scale up now, it reaches the limitation of physical machine), and we turn back to initial problem, how to mai

Re: [nodejs] Re: MMO game node balancing multi servers

2012-07-05 Thread Dan Milon
Your requirement to be able and spin up more servers of the same "game" requires a lot of sharing between each of these servers, because they need (eventually) to be in the same state. The only advantage of this over having a single server for each "game" is that you load balance incoming traff

Re: [nodejs] Re: MMO game node balancing multi servers

2012-07-05 Thread hd nguyen
It's right Charles. And I also understand you and Dominic's idea, I just want to find a tool/module that supports replicating game state between different servers. If such a tool exists, it's very helpful to us than starting from scratch :) On Thu, Jul 5, 2012 at 3:07 PM, Charles Care wrote: >

Re: [nodejs] Re: MMO game node balancing multi servers

2012-07-05 Thread Charles Care
I think you're asking about two things: load balancing and replication of state between instance. These are separate problems. Nginx and http proxy will help you with load balancing and the configuration of sticky sessions etc. This allows you to horizontally scale your front-end servers. However

Re: [nodejs] Re: MMO game node balancing multi servers

2012-07-05 Thread Dominic Tarr
what sort of messages are you sending? if your messages have the right properties, and allow eventual consistency, you should just be able to connect your servers, and it should just work. what you need is for each node (client, server, etc) to end up with the same result eventually, even if thei

Re: [nodejs] Re: MMO game node balancing multi servers

2012-07-05 Thread hd nguyen
OK thanks for your update. @Yi Tan: have you had a chance to take a look at BrowserQuest( http://browserquest.mozilla.org/)? It's impressive MMO game built with nodejs on server side and work in very responsive manner. If I host server code in one server, everything is ok, in the same world, diffe

Re: [nodejs] Re: MMO game node balancing multi servers

2012-07-04 Thread Yi Tan
for real time mmo games, I'd suggest you to look at other server side solution then node. the problem is not in node, but in javascript language. It lacks of native map-based data structure, and will cause you much trouble in code implantation and of cause slows down performance. Regards, ty 2

Re: [nodejs] Re: MMO game node balancing multi servers

2012-07-04 Thread hd nguyen
I looked at node http proxy and see that it lists ' Supports WebSockets ' feature, maybe need some more test on it to make sure it fits my requirement. @mscdex: you mean most load balancers now support w

[nodejs] Re: MMO game node balancing multi servers

2012-07-04 Thread mscdex
On Jul 5, 1:14 am, Arunoda Susiripala wrote: > I don't think nginx supports websockets transport. > You can use node http proxy. > Not sure about the performance. Websockets have been compatible with just about any load balancer for awhile now. Most clients have something newer than draft-76 thes

[nodejs] Re: MMO game node balancing multi servers

2012-07-04 Thread hd nguyen
Sorry NGINX :| On Thu, Jul 5, 2012 at 11:51 AM, hd nguyen wrote: > Hi all, > > I'm building a MMO (Massive Multiplayer Online) game with nodejs built in > server side, but now I'm getting stuck in how to make load balancing for > nodejs between multiple servers. > > The game is using web socket