diff --git a/20070706.html b/20070706.html index f76c7b3..e49cb45 100644 --- a/20070706.html +++ b/20070706.html @@ -7,8 +7,8 @@ Here is the paper napkin model which started the idea behind the network logic f a massively multi-player online game with first person shooter interactivity.

-
  1. Mixed P2P and server centric model.
  2. -
  3. Maximum of 256 minimum sized UDP packets/sec.
  4. +
    1. Mixed P2P and server centric model.
    2. +
    3. Maximum of 256 minimum sized UDP packets/sec.
    4. Goal to get as many players interacting at one time as possible.

    Key concepts. diff --git a/20070707.html b/20070707.html new file mode 100644 index 0000000..00e0d7c --- /dev/null +++ b/20070707.html @@ -0,0 +1,47 @@ +
    +

    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. +
    +
    +
    1. Help connect players, punching holes through firewalls.
    2. +
    3. Keep the master copy of the persistent world state.
    4. +
    5. Deal with possible cheating or hacking into the game.
    6. +
    7. 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. +
    +
    +
    1. 1000 players = 256 bytes/sec = 15360 bytes/min
    2. +
    3. 5000 players = 51 bytes/sec = 3072 bytes/min
    4. +
    5. 10000 players = 25 bytes/sec = 1536 bytes/min
    6. +
    7. 50000 players = 5 bytes/sec = 307 bytes/min
    8. +
    9. 100000 players = 2 bytes/sec = 153 bytes/min
    +
    +And for a 3840 GB/month bandwidth quota.
    +
    +
    1. 1000 players = 1536 bytes/sec = 92160 bytes/min
    2. +
    3. 5000 players = 307 bytes/sec = 18432 bytes/min
    4. +
    5. 10000 players = 153 bytes/sec = 9216 bytes/min
    6. +
    7. 50000 players = 30 bytes/sec = 1843 bytes/min
    8. +
    9. 100000 players = 15 bytes/sec = 921 bytes/min
    10. +
    11. 500000 players = 3 bytes/sec = 184 bytes/min
    12. +
    13. 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.
    +
    +
    1. 65,536 players = 16MB
    2. +
    3. 131,072 players = 32MB
    4. +
    5. 262,144 players = 64MB
    6. +
    7. 524,288 players = 128MB
    8. +
    9. 1,048,576 players = 256MB
    + +
    + + + diff --git a/index.html b/index.html index 62bde58..71711a5 100644 --- a/index.html +++ b/index.html @@ -91,6 +91,11 @@ Below this is active random migration (456 prior posts still to filter through) 20090422 - WFA Image Compression

    2007
    +20070707 - Management Server
    +20070706 - 510 Players on Screen at 128 Kbps
    +20070705 - UDP Player Bandwidth
    +20070704 - Network Latency
    +20070703 - Cost of Bandwidth
    20070702 - Market Research

    2004