I wrote the design of the MMORPG server

xiaoxiao2021-03-06  45

MMORPG game server side design

MMORPG is different from other local area network online games, which is a network game that is over 10,000 connections to the entire Internet, so his server-side design is extremely important.

Server basic settings

In large online games, it is usually designed as a C / S structure. The client no longer logically processes the data, but only a transceiver device that accepts operation information from the player, then feeds back to the server, then proceeds to the server. Back to the client, through graphical processing through graphical processing, give players a colorful game world.

Login server

Here, it can also be called a connection server, the client of the online game is generally connected here, and then forward the game message to other corresponding servers (logic and map servers) by the connection server according to different needs. It is an object that the client is directly connected, and it also burdens the task of verifying the identity of the customer.

Map server

It can also be called a continuous event server here. The movements you have to process in this server (players) are all a continuous event. For example, the player moves from the A point to the B point, such an action requires a certain amount of time to move, so the move is a continuous event.

Logical server

Here, it can be called instantaneous event servers. In this server, the actions made by the object (player) can be completed in a very broken time. For example, players buy a bottle of medicine from the store. When the player confirms the purchase, the server first deducts the player's game coin, then add the corresponding liquid bottle to the player's backpack. These two operations are only the addition and subtraction of 2 numbers, and the incident can be over, calculated. Therefore, we can say this event is an instantaneous event.

Improvement of server groups

However, in the process of practical applications, the structure of the game server is complicated than the three kinds of service structures mentioned above, but it is also expanded under these three most basic server architecture, and the main secondary function is . Two servers, database servers, billing servers, and chat servers independently of the logical server in practical applications.

Database server

The database server is actually dedicated to a database read and write operation. This is especially important in large online games. Because in large online games, the amount of data to handle players is very large, and if you don't use a dedicated server, it is likely to drag this server group.

Billing server

Usually in commercial online games, it is used to record players online, provide a basis for charging, and is also the most important part of the entire server group. Once there is a problem, operators don't have to make money.

Chat server

The chat feature in the game belongs to a instantaneous action, theory in the logical server for processing. But in large online games, because this part of the function is not close to other parties in the game, it can be independent to make a function server.

Server cluster settings

During the application of large games, the number of players that actually have to deal with may have over 10,000. One ordinary server is unable to complete the work to be completed. Therefore, when actual applications, a set of servers will be completed together Features.

For example, the map server can divide all the geographies in the game as needed, divided into N area, then let the events that occur in this area are processed with a particular server. The purpose of this is to reduce the amount of calculation assumed by a server and make the entire system into a distributed network.

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