Scaling a Server Horizontally - mysql

I have a question about scalability. Let's say I have a multiplayer game, such as Uno, where the server handles everything. (Assume this is a text-only game for simplicity). For example, to get information printed out to the user in the client, the server might send PRINT string, or CHOOSE data (to pick a card to play), etc. In this regard, the client is "dumb" and the server handles the game logic.
A quick example of how this might work on a protocol level:
Server sends: PRINT Choose a card
Server sends: CHOOSE Red 1,Blue 1 (user shown a button or something, and picks Red 1)
Client sends: Red 1
Let's say I have this architecture:
Player Class: stores the cards the user has, maybe some methods (such as tellData(String data) which would send PRINT data, sendPM() which could private message a user)
Server Class: handles authentication, allows users to create new games, shows users a list of games they can join
Game Class: handles users playing a card, handles switching to a new player for his or her turn, calls methods on player class like tellData(), pickCard(), etc
How would I scale this, to run the server on multiple computers? Right now, all of the users connect to one server, and require the Player, Server, and Game class to interact with each other. If someone could provide some suggestions, and/or point me to some good resources/books on this, it would be greatly appreciated (no, this is not a homework assignment or something for a business, this is just a personal project and curiosity of mine). In terms of scalability, I'd like to just be able to add another server, and handle the additional load of players--but the most concurrent connections would be 1000.
Also, would this become significantly more difficult of a scalability challenge if we added in more games?
Furthermore, what is the best way to store game data? In a SQL database, or serializing objects, or what? By this, I mean let's say 3 users are in a game of Uno, and want to return to it later. I don't want to store their cards and information about the game in the Player/Server/Game class (RAM) forever - I want to dump this somewhere, so when the user logs in, the info can be loaded from however this was dumped into RAM, and then the appropriate Player/Game objects.
Finally, how can I make changes to the server without having to kill it, and restart it? Assume the server was written in Java or Python.
If anyone can provide suggestions or some resources it would be greatly appreciated - this includes changing the architecture I originally stated.
Thanks for any and all help!!
EDIT: Are there any good books or talks you all would recommend on the subject?

1.Scalability:
Involves an application architecture there across multiple server instances the session is replicated/shared and load balanced. You can choose to implement a message queue (rabbitmq) / ESB(enterprise service bus) architecture for your app.
2.Ease of scaling:
Depends on deployment and the servers you choose.
3.Pesistance:
Game for a person involves his particular game state at any point of time. If you could represent state information semantically you can have the data in markup savefiles, or store the state information directly into a DB.
Else, you may need to serialize objects and store them on filesystem / as a BLOB in DB in case the state space is humongous.
4.Hot deployment:
JVM mostly always will need a restart to reload class files, hence on java server side you will always need to restart. In Ruby/Rails is certain parts of the application can be hot deployed. If your need 100% hot deployability, perhaps Erlang is the answer.
To improve concurrency you can also use evented server/app architectures: thin/eventmachine for ruby or apache mina, jboss netty for java.

Related

XMLSocket approach for a multiplayer card/pet game

I'm fairly new to multiplayer design and am struggling to find the information i need to continue in my synchronous (you cannot disconnect and continue at a later time similar to hearthstone), turn-based, pvp "card" game. I'm using AS3 (flash) as my client side and node.js with javascript + mysql for the server-side processing.
In this game, the cards are created by the players themselves. It's importnat to note that these "cards" are assembled from individual building blocks (library swf files); The database keeps track of how these cards are made/assembled. Because there can be hundreds of uniqely made cards per player, i need a good way to load information about these on demand for pvp battles or for modding/deck building purposes.
What i've accomplished so far:
i have successfully sent data to server and sent data back to flash over an XMLSocket.
I have successfully assembled a single "card" from database information.
What questions i really need to answer:
Flash asynchronously loads content so i'm not sure how to approach making multiple data requests for (sometimes simultaneous) battle actions, card information, or card assembly (THere can potentially be a lot of cards and card building blocks so i feel it would be inefficient to load all data with a single request). I can either have the classes responsible make those calls OR create a messenger class to handle all requests/disconnects/reconnects/messages for the entire game.
For the global messenger class approach, I am not sure how to retrieve the fully loaded data from the messenger by upstream code (as3 continues execution even if data isnt there) or how to ensure that the request pertains to the appropriate call
i could use a ID request system to uniquely identify the socket request
i could develop a custom event driven system
I could spawn multiple messenger objects in each class that i need one. <- im leaning towards this option.
On a similar note, perhaps i should handle database requests within card objects or preload all data prior to game start (This would limit me to only query for opponent card and battle data on the fly). With the one call per card object approach I was unsure if #requests per card per player will overwhelm my server or not. Node.js scales very well but i dont have the networking knowledge to understand whether all these simultaneous request on a single port would be too much.
EDIT:
I'm strongly leaning towards using a singleton XMLSocket Wrapper or an extended class of some sort to deal with all networking transactions since that seems intuitive to me. I would highly appreciate your feedback on the best approach to notify my code that the messenger received and parsed the message it asked for (since flash will proceed with execution even if data isnt there i need a good way to do this.). I read that using custom events isnt all that terrific and there are better ways... but this is how i'd approach the problem.
For example i can do (pseudocode).
m:Messenger = new Messenger(); //this is my wrapper
m.addEventListener(new CustomEvent(CustomEvent.EVENTSTRING, parseData));
m.sendData(DataObject); //calls
function parseData(e:CustomEvent) {
xml(e.data);
}
import flash.net.XMLSocket;
import globals.*;
public class Messenger
{
public static var _Socket:XMLSocket;
public var xml:XML;
public function Messenger()
{
_Socket = new XMLSocket(vars._Server, vars._Port);
_Socket.addEventListener(Event.CONNECT, onConnect);
_Socket.addEventListener(IOErrorEvent.IO_ERROR, onError);
}
private function onConnect(evt:Event):void {
trace("Connected");
_Socket.removeEventListener(Event.CONNECT, onConnect);
_Socket.removeEventListener(IOErrorEvent.IO_ERROR, onError);
_Socket.addEventListener(DataEvent.DATA, onDataReceived);
_Socket.addEventListener(Event.CLOSE, onSocketClose);
}
private function onDataReceived(evt:DataEvent):void {
//trigger correct event here based on data identifier w/ dispatchEvent(EVENTSTRING);
}
}
About card assembly - you should store data in database that does not require recalculation, so if a card is built out of several "building blocks", you could, for example, store a sequence of blocks in a single line of database, so that when a card info for the opponent is retrieved, you just select from player_cards where player_id=... and deck_id=... and then assemble the gathered data on AS3 side. You should definitely not put this load on server.
About asynchronous loading - make sure your PVP handshake waits for both sides to successfully process cards for both own side and enemy side. You can load data asynchronously, but you'd better do a full preload while displaying a "Loading bla-bla" screen to the player, then operate with received data. Yes, you can do multiple requests to your server, and yes, you can wait for all of them to success prior to displaying a "Battle start" screen, in the meantime AS3 will wait for the loading to complete. But, about single vs multiple request - I say go with as few as possible, because every added request at the init stage is a potential to add a thousand or so requests to a single server, and a potential to put just too much strain on your server side, resulting in a self-initiated DDoS. Make sure your database structure allows streamlining of data reading operation right into the client side, so that your server is not under a heavy load from preparing the data. But also make sure to double check whatever clients report to the server, as the primary rule of client-server games is "client always lies" assumption.
Since you are planning to make server process player actions mid-battle, you can create either temporary tables on the server (SQL-based) or state objects (process-based) that will contain current game state with links to whatever abilities the cards have and their state (in hand, discarded, in play, destroyed, etc), so that when an action from the player comes, saying "this card changes state from A to B" you can easily verify if that card is in A state, then switch it into B state, performing any actions that result from this state change on both server and client sides. Make sure to clean up this set of data once the battle is over. This requires thorough planning of your server side, so that your game engine will not stall the server while running some action sequence due to excess SQL requests, for example.
About messengers - probably you should use a session approach, together with login/password authentication this way you will have sessions available as keys to determine which battle does this data packet belongs. I think also make AS3 side periodically send pull requests to the server, which should be quickly parsed by the server and the submitted enemy/server actions returned as quickly as possible, this will also ensure that disconnects will be handled and reconnects allowed.
Overall, the question is very broad, and only tips can be given, not even examples.

Mvvmcross - Best way to retrieve updates

I'm not after any code in particular but I want to know what is the most efficient way to build a function that will constantly check for updates for things such as messages e.g. Have a chat conversation window and I want live updates such as Facebook.
Currently I have implemented it by putting a while loop in my core code that checks if the view is currently visible run a Task every 5 seconds to get new messages. This works but I don't believe its the most efficient way to do it and I need to consider battery life. *Note I do change visibility when the view goes away e.g. on iOS i do
public override ViewDidDissapper {
Model.SetVisible(false)
}
Has anyone implemented some sort of polling on a cross platform app?
There are many different possible solutions here - which one you prefer depends a lot on your requirements in terms of latency, reliability, efficiency, etc - and it depends on how much you can change server side.
If your server is fixed as a normal http server, then frequent polling may be your best route forwards, although you could choose to modify the 5 seconds occasionally when you think updates aren't likely.
One step up from this is that you could try long polling http requests within your server.
Another step beyond that are using Socket (TCP, UDP or websocket) communications to provide "real time" messaging.
And in parallel to these things, you could also consider using PUSH notifications both within your app and in the background.
Overall, this is a big topic - I'd recommend reading up about PushSharp from #Redth and about SignalR from Microsoft - #gshackles has some blog posts about using this in Xamarin. Also, services like AzureMobileServices, UrbanAirship, Buddy, Parse, etc may help

How to force a multihopping topology with xbee zb?

I use some xbee (s2) modules with zb stack for mesh networking evaluation. Therefore a multi hopping environment has to be created. The problem is, that the firmware handles the association for themselves and there is no way deeper into the stack as the api provides. To force the path of the data, without to disturb the routing mechanism, I have tried to measure, I had to put them outside their reach. To get only the next hop in association isn't that easy. I used the least power level of the output, but the distance for the test setup is to large and the rf characteristics of the environment change undetermined.
Therefore my question, has anyone experience with this issue?
Regards, Toby
I don't think it's possible through software and coordinator/routers. You could change the Node Join Time (ATNJ) to force a new router to join through a particular router (disable Node Join on all nodes except one), but that would only affect joining. Once joined to the network, the router will discover that other nodes are within range.
You could possibly do it with sleepy end devices. You can use the ATNJ trick to force an end device to join through a single router, and it will always send its messages to that router. But you won't get that many hops -- end device sends to its parent router, which sends to the target's parent router, which sends to the target end device.
You'll likely need to physically limit the range of the radios to force hopping, as demonstrated in the video you linked of Digi's K-Node test equipment with a network of over 1000 radios. They're putting the radios in RF-shielded boxes and using wired antenna connections with software-controlled attenuators to connect the modules to each other.
If you have XBee modules with the U.fl or RPSMA connector, and don't connect an antenna, it should significantly reduce the range of the module. Otherwise, with a wire whip or integrated PCB antenna, you need to put each radio in some sort of box that attenuates the signal. Perhaps someone else can offer advice on materials that will reduce the signal's range without completely blocking it.
ZigBee nodes try to automatically form an Ad-Hoc network. That is why they join the network with the strongest connection (best network coverage) available on that moment. These modules are designed in such a way, that you do not have to care much about establishing a reliable communication. They will solve networking problems most of the time.
What you want to do, is somehow force a different situation. You want to create a specific topology, in order to get some multi-hopping. That will not be the normal behavior of the nods. But you can still get what you want with some of the AT Commands.
The mentioned command "NJ" should work for you. This command locks joins after a certain time (in seconds). Let us think of a simple ZigBee network with three nodes: one Coordinator, one Router and one End-Device. Switch on the Coordinator with "NJ" set to, let us say, two minutes. Then quickly switch on the Router, so it can associate with the Coordinator within these two minutes. After these two minutes, the Coordinator will be locked and will not accept more joins. At that moment you can start the End-Device, which will have to associate with the Router necessarily. This way, you will see that messages between End-Device and Coordinator go through the Router, as you wanted.
You may get a bigger network applying this idea several times, without needing to play with the module's antennas. You can control the AT Parameters remotely (i.e. from a Computer connected to the Coordinator), so you can use some code to help you initialize the network.

Message queuing solution for millions of topics

I'm thinking about system that will notify multiple consumers about events happening to a population of objects. Every subscriber should be able to subscribe to events happening to zero or more of the objects, multiple subscribers should be able to receive information about events happening to a single object.
I think that some message queuing system will be appropriate in this case but I'm not sure how to handle the fact that I'll have millions of the objects - using separate topic for every of the objects does not sound good [or is it just fine?].
Can you please suggest approach I should should take and maybe even some open source message queuing system that would be reasonable?
Few more details:
there will be thousands of subscribers [meaning not plenty of them],
subscribers will subscribe to tens or hundreds of objects each,
there will be ~5-20 million of the objects,
events themselves dont have to carry any message. just information that that object was changed is enough,
vast majority of objects will never be subscribed to,
events occur at the maximum rate of few hundreds per second,
ideally the server should run under linux, be able to integrate with the rest of the ecosystem via http long-poll [using node js? continuations under jetty?].
Thanks in advance for your feedback and sorry for somewhat vague question!
I can highly recommend RabbitMQ. I have used it in a couple of projects before and from my experience, I think it is very reliable and offers a wide range of configuraions. Basically, RabbitMQ is an open-source ( Mozilla Public License (MPL) ) message broker that implements the Advanced Message Queuing Protocol (AMQP) standard.
As documented on the RabbitMQ web-site:
RabbitMQ can potentially run on any platform that Erlang supports, from embedded systems to multi-core clusters and cloud-based servers.
... meaning that an operating system like Linux is supported.
There is a library for node.js here: https://github.com/squaremo/rabbit.js
It comes with an HTTP based API for management and monitoring of the RabbitMQ server - including a command-line tool and a browser-based user-interface as well - see: http://www.rabbitmq.com/management.html.
In the projects I have been working with, I have communicated with RabbitMQ using C# and two different wrappers, EasyNetQ and Burrow.NET. Both are excellent wrappers for RabbitMQ but I ended up being most fan of Burrow.NET as it is easier and more obvious to work with ( doesn't do a lot of magic under the hood ) and provides good flexibility to inject loggers, serializers, etc.
I have never worked with the amount of amount of objects that you are going to work with - I have worked with thousands ( not millions ). However, no matter how many objects I have been playing around with, RabbitMQ has always worked really stable and has never been the source to errors in the system.
So to sum up - RabbitMQ is simple to use and setup, supports AMQP, can be managed via HTTP and what I like the most - it's rock solid.
Break up the topics to carry specific events for e.g. "Object updated topic" "Object deleted"...So clients need to only have to subscribe to the "finite no:" of event based topics they are interested in.
Inject headers into your messages when you publish them and put intelligence into the clients to use these headers as message selectors. For eg, client knows the list of objects he is interested in - and say you identify the object by an "id" - the id can be the header, and the client will use the "id header" to determine if he is interested in the message.
Depending on whether you want, you may also want to consider ensuring guaranteed delivery to make sure that the client will receive the message even if it goes off-line and comes back later.
The options that I would recommend top of the head are ActiveMQ, RabbitMQ and Redis PUB SUB ( Havent really worked on redis pub-sub, please use your due diligance)
Finally here are some performance benchmarks for RabbitMQ and Redis
Just saw that you only have few 100 messages getting pushed out / sec, this is not a big deal for activemq, I have been using Amq on a system that processes 240 messages per second , and it just works fine. I use a thread pool of workers to asynchronously process the messages though . Look at a framework like akka if you are in the java land, if not stick with nodejs and the cool Eco system around it.
If it has to be open source i'd go for ActiveMQ, and an application server to provide the JMS functionality for topics and it has Ajax Support so you can access them from your client
So, you would use the JMS infrastructure to publish the topics for the objects, and you can create topis as you need them
Besides, by using an java application server you may be able to take advantages from clustering, load balancing and other high availability features (obviously based on the selected product)
Hope that helps!!!
Since your messages are very small might want to consider MQTT, which is designed for small devices, although it works fine on powerful devices as well. Key consideration is the low overhead - basically a 2 byte header for a small message. You probably can't use any simple or open source MQTT server, due to your volume. You probably need a heavy duty dedicated appliance like a MessageSight to handle your volume.
Some more details on your application would certainly help. Also you don't mention security at all. I assume you must have some needs in this area.
Though not sure about your work environment but here are my bits. Can you identify each object with unique ID in your system. If so, you can have a topic per each event type. for e.g. you want to track object deletion event, object updation event and so on. So you can have topic for each event type. These topics would be published with Ids of object whenever corresponding event happened to the object. This will limit the no of topics you needed.
Second part of your problem is different subscribers want to subscribe to different objects. So not all subscribers are interested in knowing events of all objects. This problem statement scoped to message selector(filtering) mechanism provided by messaging framework. So basically you need to seek on what basis a subscriber interested in particular object. Have that basis as a message filtering mechanism. It could be anything: object type, object state etc. So ultimately your system would consists of one topic for each event type with someone publishing event messages : {object-type:object-id} information. Subscribers could subscribe to any topic and with an filtering criteria.
If above solution satisfy, you can use any messaging solution: activeMQ, WMQ, RabbitMQ.

how to make a private game server?

i have always wanted to make a private server but i don't know how i would do this.
i know how a private server works, the game sends data packets to the server. the server will take the data and process it and send data to the other games connected.
my questions are,
how do you edit the game so it will go to your server/change game data.
how do you find what packets do what.
the game will be something like WOW, i have not desided yet.
If you are hoping to embark on creating your own MMORPG then you have a huge task ahead of you, and unfortunately to put it nicely you are probably being too ambitious especially if you are asking these sorts of questions.
You should probably read up on client server architecture.
Also, in answer to your questions about the structure of the data being sent and how it is interpreted, well, that's 100% up to the people that design the system. You will want to simulate the entire game on the server(s) and don't trust the clients at all.
For something as complex as a MMORPG it is really important to create a solid design for the system before anything else, this is very important.
Just to be clear your intent is to create an emulated MMO server to the effect of WOW?
That's not really a trivial task and carries with it its own ethical implications.
Just to get started will require a ton of research, inspection, decoding, an extreme attention to detail.
If you are serious about it, then I would suggest looking up networking tools that can help you inspect traffic across the network and creating a scientific process for operation inspection.
Again, it should be noted this is by no means a trivial task.
This will be fairly difficult as you do not have the communicaton protocol specification for the game's client/server communication.
If you want to start this, then create a server that is simply a pass through. That is, all client requests are forwarded to the particular server. Once you have generated a large enough sample size of packets to study, then you can begin to dissect the meaning of each byte (possibly). Of course, if the packets are encrypted in any way (even a simple XOR encryption) then you will have an even harder time trying to figure out what each byte means. You should capture a sample set using two clients running sniffers so you can see what happens when one client does something and it needs to be sent to all clients.
But if I were you, I would just abandon the idea and work on something else. My two cents..
If you'd like an inside look at how games do networking, there's always Ryzom, which went open-source earlier this year. If you're creating your own MMO you can begin right there, and if you're looking to reverse-engineer one you can practice with your own client and server.