Distributed systems

Wikipedia defines a distributed system as a “software system in which components located on networked computers communicate and coordinate their actions by passing messages.”

In modern world, more and more systems become distributed. Yet, surprisingly few authors write about practical architecture of distributed systems. As our Hare have architected all kinds of distributed systems, from a stock exchange to a billion-messages-a-day game, we’re in a very good position to fill this gap.

Part IIIb: Server-Side (deployment, optimizations, and testing) of 64 Network DO's and DONT's for Game Engines

June 15, 2015 by “No Bugs” Bunny

Menu: Java.Thread with a Side of synchronize, C++ boost:: Mignon, 3NF à la Codd, Ruby Thermidor

Quote:

If your game is the only one working when all the competition is down, it improves user perception about your app a lot.

Another Quote:

Most importantly, however, this approach allows to keep your players happy – and this is one thing which really matters

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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Part IIIa: Server-Side (Store-Process-and-Forward Architecture) of 64 Network DO's and DON'Ts for Game Engines

June 8, 2015 by “No Bugs” Bunny

Incoming queue: cake. Processing: restaurant table. Outgoing queue: WC.

Abstract:

A Panegyric to Store-Process-and-Forward architecture

Quote:

"With proper logging, in most cases a bug can be found from one single crash/malfunction.

Filed under: On.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming

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Part IIb: Protocols and APIs (continued) of 64 Network DO’s and DON’Ts for Game Engine Developers

June 1, 2015 by “No Bugs” Bunny

In response to your SYN packet as referenced above, we're pleased to inform you that...

Quote:

You shouldn't count on outsmarting all those millions of highly motivated hackers operating in an environment under their own control.

Another Quote:

Burst consisting of several million packets, may start causing observable issues for a mid-size ISP.

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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Part IIa: Protocols and APIs of 64 Network DO’s and DON’Ts for Game Engine Developers

May 25, 2015 by “No Bugs” Bunny

Protocols: Alice talks to Bob

Quote:

While using framework is fine, forgetting about it is not.

Another Quote:

Even if you're forcing the auto-update every time the game app starts, there still are users who were online at the moment of the update, and those who found a way to bypass game updates

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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