A Virtual World Distributed Server developed in Erlang as a Tool for analysing Needs of Massively Multiplayer Online Game Servers

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1 A Virtual World Distributed Server developed in Erlang as a Tool for analysing Needs of Massively Multiplayer Online Game Servers Erlang/OTP User Conference Stockholm on November 10, 2005 Michał Ślaski michal@erlang-consulting.com

2 Contents Massively Multiplayer Online Games Problems to solve Prototyping Using Erlang/OTP for the prototype Client and server applications Determining the maximum number of players Architectures with single and double-function nodes Synchronisation of the game s state Conclusions Page 2

3 Massively Multiplayer Online Games Significant increasing in number of active subscribers Fast growing online games market Total active subscribers Source: MMOGCHART.COM Source: IGDA, "2004 Persistent Worlds White Paper" Page 3

4 Problems to solve Big amount of data to process Frequent synchronisation acceptable delay ms Adaptation to the connection quality Limited opportunity for full testing t with thousands of players during early phase of development Page 4

5 Prototyping Experimenting with the functional and technical aspects Determining the scalability of the architecture Testing new solutions Page 5

6 Using Erlang/OTP for the prototype Open source Compatible with various platforms Concurrent oriented programming one process for every connected player Efficient internal communication Supporting distributed applications Distributed database Mnesia Distributed load testing tool IDX-Tsunami Page 6

7 Client application Java + Java3D Actions: moving collecting objects magic chat Player s state kept on the server Page 7

8 Server application The game terrain divided into zones Players placed within the same zone are processed on the same node Server distributed on a cluster of machines Page 8

9 Determining the maximum number of users Legend Collecting object transaction transaction time [msec] network traffic [kbits / sec] time of the test [s] overload overload 100 Legend Outgoing network traffic time of the test [s] The server was overloaded in the 60th second of the test number of players players time of the test [s] Page 9

10 Architectures with double-function nodes number of players Legend maximum number of players that can be handled by the architecture number of nodes processing network traffic and player's actions Page 10

11 Architectures with single-function nodes number of players CPU utilisation [%] 200 Legend 20 maximum number of players ac tion proc essing nodes' CPU utilisation network proc essing nodes' CPU utilisation number of nodes processing player's actions (2 network nodes) Page 11

12 Synchronising issue Client A Server Client B Try to pick up a mushroom Try to pick up a mushroom Action status - OK mushroom collected by client A Action status - FAIL Page 12

13 Desynchronisation of the game s state 0,1 Server is not overloaded More successful actions number of transactions / number of players 0,09 0,08 0,07 0,06 0,05 0,04 0,03 0,02 0,01 Legend successful actions not successful actions y= (successful) y= (not succ essful) time of the test [s] Page 13

14 Desynchronisation of the game s state 0,05 Server is overloaded More actions fail number of transactions / number of players 0,045 0,04 0,035 0,03 0,025 0,02 0,015 0,01 0,005 Legend successful actions not successful actions y= (suc c essful) y= (not succ essful) time of the test [s] Page 14

15 Conclusions Erlang/OTP is appropriate for developing prototypes of the distributed MMOG systems Rapid development of the prototype allows examining different algorithms in a relatively short period of time Future work Future work algorithms not dependent on the player s position Page 15

16 Contents Massively Multiplayer Online Games Problems to solve Prototyping Using Erlang/OTP for the prototype Client and server applications Determining the maximum number of players Architectures with single and double-function nodes Synchronisation of the game s state Conclusions Page 16

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