Added a small section about hot code replacement
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1 changed files with 19 additions and 10 deletions
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report.lyx
29
report.lyx
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@ -1752,10 +1752,6 @@ A very simple example of the flow through the GGS system when a game played.
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\end_inset
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\end_layout
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\begin_layout Standard
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\end_layout
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\begin_layout Section
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@ -2138,7 +2134,7 @@ name "sec:Availability"
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One important factor of any server is the availability.
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A server to which you are unable to connect to is a useless server.
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Other then within telecomunication, their uptime is of about 99,9999999%,
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the game developer community hasn't approched this problem very genuinely
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the game developer community has not approched this problem very genuinely
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yet so there is much room for improvement.
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\end_layout
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@ -4502,6 +4498,17 @@ Distribution
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Hot code replacement
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\end_layout
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\begin_layout Standard
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Hot code replacement is a technique used to update systems while they are
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running.
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The main use of hot code replacement are in critical systems that require
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low downtime, such as telecom systems.
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By using hot code replacement system can be able to achieve as high uptime
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as possible and thus improving the reliability of the system.
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Code replacement is a feature that exist in Erlang which means that with
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some work it could be implemented into the GGS.
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\end_layout
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\begin_layout Section
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Implementation
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\end_layout
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@ -5191,7 +5198,7 @@ Protocols
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\end_layout
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\begin_layout Standard
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Because of TCP being a connection oriented protocol, it isn't suited for
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Because of TCP being a connection oriented protocol, it is not suited for
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all types of game data transfers.
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Each transmission will consume more network bandwith than connectionless
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protocols like UDP and cause uneccessary load on the processor.
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@ -5204,7 +5211,7 @@ y on the GGS.
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and fairness in gameplay and many game developers requires the freedom
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to take care of safety issues as packet losses themselves.
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This concludes that UDP would be a benefit for the GGS, game developers
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and game players alike.
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and players alike.
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\end_layout
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\begin_layout Subsubsection
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@ -5219,7 +5226,6 @@ Currently Mnesia is used for game data storage.
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system or use Mnesia in combination with the ETS module of erlang.
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ETS provides fast access to the RAM and thus Mnesia could be used less
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frequently.
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\end_layout
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\begin_layout Subsection
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@ -5258,7 +5264,7 @@ Programming languages
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\end_layout
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\begin_layout Standard
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The GGS doesn't support many programming languages.
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The GGS does not support many programming languages.
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For a programming language to be compatible with the GGS, not only does
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it require a VM for that specific language, but the VM must have the ability
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to communicate to Erlang.
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@ -5271,12 +5277,15 @@ Documentation
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\end_layout
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\begin_layout Standard
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To start the GGS isn't self explanatory.
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To start the GGS is not self explanatory.
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This together with overall usage of GGS should be documented.
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The interface for usage of game developers is also in need of documentation.
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Features and requirements with respect to the GGS would assist users to
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know what they need in order to use the GGS and how they would benefit
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of it.
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The GGS does not support many programming languages nor does it have a
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complete documentation.
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This needs to be taken care of in future versions.
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\end_layout
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\begin_layout Chapter
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