Added more content about scalability.

This commit is contained in:
niklas 2011-03-30 10:41:13 +02:00
parent 4d8e264a21
commit 0caf43b15e

View file

@ -649,7 +649,7 @@ For reliable transfers, TCP is often used on the Internet.
\end_layout \end_layout
\begin_layout Section \begin_layout Section
Encryption Fault Tolerant
\end_layout \end_layout
\begin_layout Subsubsection \begin_layout Subsubsection
@ -689,6 +689,47 @@ Scalability
\end_layout \end_layout
\begin_layout Standard \begin_layout Standard
Each instance of GGS contains several tables.
Each table is an isolated instance of a game, for example a chess game
or a poker game.
The way that GGS scales is to distribute these tables on different servers.
In many games it is not necessary for a player to move between tables during
games.
This is for example not a common occurrence in chess, where it would be
represented as a player standing up from her current table and sitting
down at a new table, all within the same game session.
With this in mind, the main focus of GGS is not to move players between
tables, but to keep a player in a table, and to start new tables instead.
When a server has reached a certain amount of players the performance will
start to decrease.
To avoid this GGS will start new tables on another server, using this technique
the players will be close to evenly distributed between the servers.
It is important to investigate and find out how many players that are optimal
for each server.
This approach makes it possible to utilize all resources with moderate
load, instead of having some resources with heavy load and some with almost
no load.
\end_layout
\begin_layout Standard
As mentioned in the purpose section there are two different types of scalability
, structural scalability and load scalability.
To make GGS scalable both types of scalability are needed.
Structural scalability means in our case that it should be possible to
add more servers to an existing cluster of servers.
By adding more servers the limits of how many users a system can have is
increased.
Load scalability in contrast to structural scalability is not about how
to increase the actual limits of the system.
Instead it means how good the system handles increased load.
GGS should be able to scale well in both categories.
\end_layout
\begin_layout Standard
\begin_inset Note Note
status open
\begin_layout Plain Layout
Because P2P game architectures are a constant goal for cheaters and because Because P2P game architectures are a constant goal for cheaters and because
“Cheating is a major concern in network games as it degrades the experience “Cheating is a major concern in network games as it degrades the experience
of the majority of players who are honest” and preventing cheating in P2P of the majority of players who are honest” and preventing cheating in P2P
@ -697,6 +738,11 @@ Because P2P game architectures are a constant goal for cheaters and because
In this paper we want to show some strategies to achieve scalability. In this paper we want to show some strategies to achieve scalability.
\end_layout \end_layout
\end_inset
\end_layout
\begin_layout Subsubsection \begin_layout Subsubsection
UUID UUID
\end_layout \end_layout
@ -719,6 +765,10 @@ We only support languages running in a sandboxed environment.
of this not modify the persistent data of other games. of this not modify the persistent data of other games.
\end_layout \end_layout
\begin_layout Subsection
Encryption
\end_layout
\begin_layout Chapter \begin_layout Chapter
Overview Overview
\end_layout \end_layout