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by pclmulqdq
1181 days ago
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I don't know how MMOs do this at all, but I would assume that for an MMO to be scalable, you do some sort of population-based geometric slicing of the world, and then assign each slice to a server such that players communicate with the server for their slice and the server for adjacent slices that are in some sort of visible/soon-to-be-visible range. That would mean no interaction between the servers - just between clients and servers. It also means that servers can be smoothly scaled out by cutting one server's area into two servers. Edit - And if a group of players raid a dungeon, the population of that dungeon is strictly limited, so you can park that raid on one server and don't worry at all about inter-player latency. |
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The bigger world is handled by slicing it up, but you still have a lot of communication going on with central databases for stuff like inventory management, chat, quests, etc. so you would probably try to keep all that within your own server racks.