Merge branch 'master' of github.com:jeena/GGS-report
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report.lyx
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report.lyx
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@ -2284,6 +2284,16 @@ Load balancing is a key component to achieve scalability in network systems.
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and implemented.
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and implemented.
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\end_layout
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\end_layout
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\begin_layout Standard
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Load balancing can often be implemented using dedicated software, this means
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that in many applications load balancing may not be implemented because
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it already exist functional solutions.
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This depends on what specific needs the system have and a minor goal of
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the project is to analyze whether the GGS project can use existing load
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balancing tools or if it is necessary to implement load balancing in the
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project.
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\end_layout
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\begin_layout Standard
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\begin_layout Standard
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\begin_inset Note Note
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\begin_inset Note Note
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status open
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status open
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@ -5073,6 +5083,29 @@ ng.
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Statistics
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Statistics
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\end_layout
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\end_layout
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\begin_layout Standard
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Important things to note are that the number of clients is not a good way
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of measuring the performance of the server because the server is possible
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to have a large number of clients on the server but it can not handle all
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the information.
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Instead the performance of the server should be measured in the number
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of messages it can handle per second.
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\end_layout
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\begin_layout Standard
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We were able to reach 6000 messages per second on the server, which corresponds
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to around 350 clients.
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However soon after this mnesia printed some warnings and the clients started
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to lag.
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With this in mind one thing to investigate is if mnesia is the bottleneck
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in the system.
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Current game servers do not use databases to save their state and maybe
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we can see the reason here.
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Other possible bottlenecks may be the protocol, but this seems less likely
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than mnesia.
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\end_layout
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\begin_layout Standard
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\begin_layout Standard
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\begin_inset Float figure
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\begin_inset Float figure
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wide false
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wide false
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