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Develop. Server 10000 players online


yaliilyaya
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Hi everyone.

 

I have an idea!

Scale server and split into microservices SOA.

Each service updates its sectors - instance

The distribution of requests for services meets the balancer

 

All services work on docker + kubernetice

Loging - Elk

Chef - service config

Nagios - status NAT

Deploy  (CD) - Jenkins

e.t.s.

 

i do it myself. But there are questions

- I do not understand the format of the storage sectors

 

I need help

 

 

 

 

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More details...

- Each avorion server is a docker container - example https://hub.docker.com/r/rfvgyhn/avorion

- Assume each server is a specific service (sector, fraction, players, update sectors, questions, generate sector)

- one service is responsible for its work

- need to configure commands to services

- a command is a request or task launched by a player or server (examply: player - tcp / udp request, task - task to update sectors and fractions)

- It is necessary to synchronize data(database) in services

- balanser - the service accepts requests from the player (tcp/udp)

- balanser sends request to other services

- the balancer receives a response and sends it to the player

 

I will write a request card soon

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  • 1 month later...

I've asked this before too, but the devs have told me that it is not likely planed for Avorion.  :(.  I absolutely love the idea of an MMO style server.  The NPCs/Pirates/Xsotan would need to be hugely buffed if there were fleets of players, but it could be very very cool.

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Well maybe no need to have 10k players in one server, but def have a cross server save.

Otherwise everything is very limited to only that server.

Thats the reason I dont want to start replay the game again, since its not worth to spend 100s of hours to only have 1 save on a server of 100 players online.

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