mmo server architecture [now with new design idea]

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30 comments, last by rmtew 14 years, 10 months ago
The gateway servers would run on a predefined port, perhaps a limited range of ports if need be. The rest of the servers don't really matter in my opinion as the player will never directly connect to them. Also these don't really need to fixed, it's just somewhat convenient. The patch server can always update the list of gateways.

If anyone is interested I'm updating this page as I design more stuff. As of right now the only thing I haven't linked to is the "Version 0.1 roadmap" which basically plans for functionality and outlines the protocols for the first version. I'll also post on my developers blog from time to time here .
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In regards to the Stackless IO implementation used by CCP, you guys might find the following relevant:

http://us.pycon.org/media/2009/talkdata/PyCon2009/091/stacklessio.ppt

According the PPT, they will release source code sometime 'soon'.

Video here: http://us.pycon.org/2009/conference/schedule/event/91/


2006 presentation slideshow is here: http://www.stackless.com/Members/rmtew/News%20Archive/newsPyCon2006Pres

Video here: http://www.disinterest.org/resource/PyCon2006-StacklessInEve.wmv


Nice quick PPT intro on Stackless Python by CCP here: http://zope.stackless.com/Members/rmtew/code/Stackless-2008-03-20-PyAtl.zip/download
Quote:Original post by bama-marloweNice quick PPT intro on Stackless Python by CCP here: http://zope.stackless.com/Members/rmtew/code/Stackless-2008-03-20-PyAtl.zip/download


It's nice to know someone found my presentation of interest. Thanks :-)

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