Large capacity online game overall architecture

xiaoxiao2021-03-06  48

This article is also the inspiration of the DX9 game creation procedure to debug, and is also inspired by an article. The name of the article is also the possibility of temporary thinking, affirm that there will be a lot of advice.

Start the text, first everyone wants to think about the capacity of the online game single server cluster now? It is 4 ~ 6K, and how much can you accommodate in a scene? Not much, so I am thinking, in fact, I don't want to pull it now, I have given the students to the students when I have been to the students, but it is not mature. Four kinds of jumps are more than those who include me. At the time, I knew that the grid was technology, but I knows not much, I explain the grid I know to everyone:

Grid computing is rapidly developed with the Internet, which is specifically designed for complex scientific calculations. This calculation mode is to use the Internet to tissue a computer that is dispersed in different geographic locations into a "virtual supercomputer", where each participating computer is a "node", and the entire calculation is made up of thousands of " The node "consists of" a grid ", so this calculation method is called mesh calculation. The "virtual supercomputer" of this organizes has two advantages, one is super power of data processing; the other is to make full use of online idle processing capabilities.

There is a very important point of sharing.

We imagine such a scene, a server cluster, using grid technology, player's capacity in a virtual world can reach 100,000 or even Millions, it is a good concept, playing the national war to come to the scene .

It's not nonsense, and I may not be megadownload megadownload megadownload megadownload.

1. Connection service

How do we need to consider how so many players connect to the server?

I think it should be a number of servers to accept the connection request. It will be better than the side. First, it is first connected to a connected server to pass the connection 3K when the upper limit is reached, and the next request will be transferred to another connection server until This server also reaches the upper limit to continue. This seems unreasonable, then we balance these requests in the server that adds a balanced load.

2. database

Since it is connected, it is necessary to see how the data is shared. First, the player's data is stored in the database, but the difficult point is how to make the player feel like there are many people around a scene, how to share these data ?

3. Scene service

4. Verification service

5. Balance service

6. NPC service

7. Client function

Don't publish your mind first, let's make a frame.

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