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The "cache, lots of cache" statement is the most true of any MMO architecture we can build. I did some optimization work earlier this year on a project where the single back-end server is now handling 2 billion requests per minute and had around 3TB of RAM for cache (I think the final production system was aiming for 12TB of RAM). There's concerns around race conditions as you pointed out, message passing from client to server, and server to server, client hand-off between sharded servers. Those synchronization problems will haunt your dreams. I think the biggest issue I still struggle with is tracking those ephemeral problems that only happen on one shard, or only when going between this shard and this shard, but not the other way. One useful trick is obviously message prioritization and different messages heading to different servers - though these days I'd put a message router in front of the shards and the router handles persistent connections other than the usual technique of direct connection I've employed in the past. Contributed to an MMO game that involves waving light sabers around, another where you defeat the ultimate prime evil (though I was more on the fraud detection on that one), an unpublished MMO that unceremoniously died during the 2008 financial crash, a "shared world" game that involved animals, an open-world game that involves driving cars and running pedestrians over, a few "internet scale" websites, and am currently lead back-end on another MMO - though our database requirements are relatively simple this time around, but it is still again, read-at-start-up, write-only-when-necessary. |
Would you choose to author an MMO backend in one of those friendlier ecosystems?
Do you think there's value in having access to other Java applications, to embed as libraries of your grander "in memory" ideas?