rewriten 2.4 Availability

This commit is contained in:
Jeena Paradies 2011-04-04 16:44:27 +02:00
parent 4a4d5bfb50
commit 2edf541255

View file

@ -746,27 +746,37 @@ Availability
\end_layout
\begin_layout Standard
One important factor of a server is the availability, a server that you
can not connect to is a bad server.
Erlang has several features to increase the availability, for example hot
code replacement.
It is also critical to have a good design, we want to separate each part
of the server and thus avoiding that the whole server will crash.
One important factor of any server is the availability.
A server to which you are unable to connect to is a useless server.
Other then within telecomunication, their uptime is of about 99,99%, the
game developer community hasn't approched this problem very genuinely yet
so there is much room for improvement.
\end_layout
\begin_layout Standard
\begin_inset Note Note
status open
\begin_layout Plain Layout
Players are unsatisfied with the service of WoW Telecoms have the same problem
of having to migrate users from one node to another, this is called handover.
\end_layout
\end_inset
There are several good papers on how to migrate whole virtual machines between
nodes to replicate them but for the GGS a different approche has been chosen.
Instead of just duplicating a virtual machine, the programming language
Erlang has been used which offers several features to increase the availability.
Some of them are
\emph on
hot code replacement
\emph default
, where code can be updated while the application is running and without
the need to restart it, the
\emph on
supervisor structure
\emph default
provided by
\emph on
OTP
\emph default
and the inter node and process communication via
\emph on
messages
\emph default
instead of shared memory.
We will discuss each of them later on.
\end_layout
\begin_layout Section