Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] Hey,I have a question, the server needs to control the game progress of Woltk as a whole, and it wil

[DiscordArchive] Hey,I have a question, the server needs to control the game progress of Woltk as a whole, and it wil

[DiscordArchive] Hey,I have a question, the server needs to control the game progress of Woltk as a whole, and it wil

Pages (2): Previous 1 2
rektbyfaith
Administrator
0
06-19-2023, 07:18 AM
#11
Archived author: Honey • Posted: 2023-06-19T07:18:49.791000+00:00
Original source

I'm curious what'S the benefit of having multiple containers for things like maps/chat/AH/guilds over just having them in threads.
You'd probably need a 5 digit or high 4 digit number of players to see any trouble when it comes to update times with a multithreaded core.
rektbyfaith
06-19-2023, 07:18 AM #11

Archived author: Honey • Posted: 2023-06-19T07:18:49.791000+00:00
Original source

I'm curious what'S the benefit of having multiple containers for things like maps/chat/AH/guilds over just having them in threads.
You'd probably need a 5 digit or high 4 digit number of players to see any trouble when it comes to update times with a multithreaded core.

rektbyfaith
Administrator
0
06-19-2023, 07:26 AM
#12
Archived author: Ludea • Posted: 2023-06-19T07:26:58.999000+00:00
Original source

The main benefit is scalabily
rektbyfaith
06-19-2023, 07:26 AM #12

Archived author: Ludea • Posted: 2023-06-19T07:26:58.999000+00:00
Original source

The main benefit is scalabily

rektbyfaith
Administrator
0
06-19-2023, 07:30 AM
#13
Archived author: Ludea • Posted: 2023-06-19T07:30:18.779000+00:00
Original source

For > 4000 Players, yes, a simple docker compose is enough
rektbyfaith
06-19-2023, 07:30 AM #13

Archived author: Ludea • Posted: 2023-06-19T07:30:18.779000+00:00
Original source

For > 4000 Players, yes, a simple docker compose is enough

rektbyfaith
Administrator
0
06-19-2023, 07:30 AM
#14
Archived author: Ludea • Posted: 2023-06-19T07:30:23.069000+00:00
Original source

I think
rektbyfaith
06-19-2023, 07:30 AM #14

Archived author: Ludea • Posted: 2023-06-19T07:30:23.069000+00:00
Original source

I think

rektbyfaith
Administrator
0
06-19-2023, 07:33 AM
#15
Archived author: Honey • Posted: 2023-06-19T07:33:07.422000+00:00
Original source

Not doubting the abilities of this system since i didn't look into it much. But if i have >4k players active on a realm, i'm more worried about spawntimers and areas being overfarmed than performance tbh.
rektbyfaith
06-19-2023, 07:33 AM #15

Archived author: Honey • Posted: 2023-06-19T07:33:07.422000+00:00
Original source

Not doubting the abilities of this system since i didn't look into it much. But if i have >4k players active on a realm, i'm more worried about spawntimers and areas being overfarmed than performance tbh.

rektbyfaith
Administrator
0
06-19-2023, 07:33 AM
#16
Archived author: Honey • Posted: 2023-06-19T07:33:39.482000+00:00
Original source

Looking at that repo you linked, the work they put into it (as in commit rows) seems huge.
rektbyfaith
06-19-2023, 07:33 AM #16

Archived author: Honey • Posted: 2023-06-19T07:33:39.482000+00:00
Original source

Looking at that repo you linked, the work they put into it (as in commit rows) seems huge.

rektbyfaith
Administrator
0
06-19-2023, 07:35 AM
#17
Archived author: walkline • Posted: 2023-06-19T07:35:46.403000+00:00
Original source

It provides higher availability. If something crashes, you can utilize another instance, and in many cases, players will not be disconnected. Furthermore, if there are lags in one instance, players connected to other instances will not be affected.

It enables you to deploy new versions of components without downtime for players in most cases. Additionally, you can start a k8s cluster with one or several weak nodes, and as your online grows, you can add more nodes (e.g., in AWS or other cloud providers it can be done automatically) and scale everything without downtime. In some cases, this can save you money, as there is no need to pay for one mega server capable of handling loads that may only occur once a year.

Moreover, it allows you to handle online traffic with five digits.
rektbyfaith
06-19-2023, 07:35 AM #17

Archived author: walkline • Posted: 2023-06-19T07:35:46.403000+00:00
Original source

It provides higher availability. If something crashes, you can utilize another instance, and in many cases, players will not be disconnected. Furthermore, if there are lags in one instance, players connected to other instances will not be affected.

It enables you to deploy new versions of components without downtime for players in most cases. Additionally, you can start a k8s cluster with one or several weak nodes, and as your online grows, you can add more nodes (e.g., in AWS or other cloud providers it can be done automatically) and scale everything without downtime. In some cases, this can save you money, as there is no need to pay for one mega server capable of handling loads that may only occur once a year.

Moreover, it allows you to handle online traffic with five digits.

rektbyfaith
Administrator
0
06-19-2023, 07:37 AM
#18
Archived author: walkline • Posted: 2023-06-19T07:37:28.083000+00:00
Original source

If you already have scalable system then it's not that hard implement something like blizzards https://wowpedia.fandom.com/wiki/Layering then it will cover the case with spawntimers.
[Embed: Layering]
Layering is a game design tool to alleviate player overcrowding in outdoor areas. It is effectively the same as sharding, but covers the entire outdoor world of a realm. Layering was used at the launch of World of Warcraft Classic, but was later disabled.
https://wowpedia.fandom.com/wiki/Layering
rektbyfaith
06-19-2023, 07:37 AM #18

Archived author: walkline • Posted: 2023-06-19T07:37:28.083000+00:00
Original source

If you already have scalable system then it's not that hard implement something like blizzards https://wowpedia.fandom.com/wiki/Layering then it will cover the case with spawntimers.
[Embed: Layering]
Layering is a game design tool to alleviate player overcrowding in outdoor areas. It is effectively the same as sharding, but covers the entire outdoor world of a realm. Layering was used at the launch of World of Warcraft Classic, but was later disabled.
https://wowpedia.fandom.com/wiki/Layering

rektbyfaith
Administrator
0
06-19-2023, 07:50 AM
#19
Archived author: Honey • Posted: 2023-06-19T07:50:52.099000+00:00
Original source

I sure don't mind having that working. Seems like a huge undertaking though.
rektbyfaith
06-19-2023, 07:50 AM #19

Archived author: Honey • Posted: 2023-06-19T07:50:52.099000+00:00
Original source

I sure don't mind having that working. Seems like a huge undertaking though.

Pages (2): Previous 1 2
Recently Browsing
 1 Guest(s)
Recently Browsing
 1 Guest(s)