5.3.1 database. Performance issues and proposed solutions.

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Kallfaktorn 2011-05-03 12:57:48 +02:00
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@ -5153,6 +5153,10 @@ The specification of the GGS prototype is huge and like many other software
Performance Performance
\end_layout \end_layout
\begin_layout Subsubsection
Protocols
\end_layout
\begin_layout Standard \begin_layout Standard
Because of TCP being a connection oriented protocol, it isn't suited for Because of TCP being a connection oriented protocol, it isn't suited for
all types of game data transfers. all types of game data transfers.
@ -5166,8 +5170,23 @@ y on the GGS.
Latency is of highest importance in realtime games as it improves realism Latency is of highest importance in realtime games as it improves realism
and fairness in gameplay and many game developers requires the freedom and fairness in gameplay and many game developers requires the freedom
to take care of safety issues as packet losses themselves. to take care of safety issues as packet losses themselves.
This concludes that UDP would be a benefit for GGS, game developers and This concludes that UDP would be a benefit for the GGS, game developers
game players alike. and game players alike.
\end_layout
\begin_layout Subsubsection
Database
\end_layout
\begin_layout Standard
Currently Mnesia is used for game data storage.
During stress tests, Mnesia has turned out to be the bottleneck due to
data losses when too many games are played on the GGS simultaneously.
This could be prevented by replacing Mnesia with another database management
system or use Mnesia in combination with the ETS module of erlang.
ETS provides fast access to the RAM and thus Mnesia could be used less
frequently.
\end_layout \end_layout
\begin_layout Subsection \begin_layout Subsection