Book: D&D of MOGs

Asynchronous Processing for Finite State Machines/Actors: from plain event processing to Futures (with OO and Lambda Call Pyramids in between)

January 11, 2016 by “No Bugs” Bunny

Juggling with Futures

Quote:

With 'callback pyramid' it is not easy to express the concept of 'wait for more than one thing to complete' , which leads to unnecessary sequencing, adding to latencies (which may or may not be a problem for your purposes, but still a thing to keep in mind).

Another Quote:

Don't even think of converting all of your code to a so-called Continuation-Passing-Style

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System Architecture(Re)ActorsOn.ProgrammingProgramming Languages

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MMOG Server-Side. Eternal Linux-vs-Windows Debate

January 4, 2016 by “No Bugs” Bunny

Linux-vs-Windows Armwrestling

Quote:

Each server is only as secure as its admin

Another Quote:

For cheaper servers, the difference between Windows and Linux can eat as much as 50% of the server rental price (though for those servers which are more or less optimal price-performance-wise observed difference was closer to 20-30%).

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureRequirement analysisDesign decisions

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Server-Side Architecture. Front-End Servers and Client-Side Random Load Balancing

December 28, 2015 by “No Bugs” Bunny

Front-End Servers as an Offensive Line

Quote:

[about Round-Robin DNS] one of these returned IPs can get cached by a Big Fat DNS server, and then get distributed to many thousands of clients

Another Quote:

As a rule of thumb, Front-End Servers are a Good Thing™

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systems(Re)Actors

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Server-Side MMO Architecture. Naïve, Web-Based, and Classical Deployment Architectures

December 21, 2015 by “No Bugs” Bunny

Building from servers

Quote:

If you disrupt the game-event-currently-in-progress for more than 0.5-2 minutes, for almost-any synchronous multi-player game you won't be able to get the same players back, and will need to rollback the game event anyway.

Another Quote:

However, keep in mind, that all fall-tolerant solutions are complicated, costly, and for the games realm I generally consider them as an over-engineering (even by my standards).

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systems(Re)Actors

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