+
20070707 - Management Server
+
+
+
+In the Atom model,
peer to peer handles most of the player interactions,
+and the central server serves as management providing the following key roles.
+
+
+
- Help connect players, punching holes through firewalls.
+- Keep the master copy of the persistent world state.
+- Deal with possible cheating or hacking into the game.
+- Manage players, stats, rankings, etc.
+
I use the following tables often when doing server protocol design reality checks. Keeping with a single server,
+ a
640 GB/month bandwidth quota, and using a 1/9 worst case
percentage of player time online.
+
+
+
- 1000 players = 256 bytes/sec = 15360 bytes/min
+- 5000 players = 51 bytes/sec = 3072 bytes/min
+- 10000 players = 25 bytes/sec = 1536 bytes/min
+ - 50000 players = 5 bytes/sec = 307 bytes/min
+- 100000 players = 2 bytes/sec = 153 bytes/min
+
+And for a 3840 GB/month bandwidth quota.
+
+
- 1000 players = 1536 bytes/sec = 92160 bytes/min
+- 5000 players = 307 bytes/sec = 18432 bytes/min
+- 10000 players = 153 bytes/sec = 9216 bytes/min
+- 50000 players = 30 bytes/sec = 1843 bytes/min
+- 100000 players = 15 bytes/sec = 921 bytes/min
+- 500000 players = 3 bytes/sec = 184 bytes/min
+- 1000000 players = 1 bytes/sec = 92 bytes/min
+
+For performance reasons it is a good idea to keep all players data in the active memory of the server,
+without overflowing into virtual memory and then slow disc access.
+Assuming 256 bytes of data per player.
+
+
- 65,536 players = 16MB
+- 131,072 players = 32MB
+- 262,144 players = 64MB
+- 524,288 players = 128MB
+- 1,048,576 players = 256MB
+
+
+
+
+
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@@ -91,6 +91,11 @@ Below this is active random migration (456 prior posts still to filter through)