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Thread Statistics | Show CCP posts - 18 post(s) |

Zendoren
Aktaeon Industries
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Posted - 2010.08.20 20:25:00 -
[1]
Edited by: Zendoren on 20/08/2010 20:26:16 Best blog thus far!
However, I would have liked a further explanation on how the server topology will be changing for TQ with the addition of these nodes. From what I remember, The original setup was Proxy Server -> Load balance server -> sol Server. how will this change with the addition of these nodes.
Also, Would have liked to see a little glimpse of CCP Soundwave's expectations on the potential performance increase with addition of multi-processor support to the server side code coupled with these node changes.
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Zendoren
Aktaeon Industries
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Posted - 2010.08.20 20:33:00 -
[2]
Originally by: Alain Kinsella Good read, was kinda what I expected when the last patch notes came out (we implement something similar at work).
Only question I have on this post: Is the EveMail system going to be placed on its own node set? I'm always surprised that my character (who gets maybe 3-4 evemails a week) takes nearly a minute to load the screen at startup.
[And on this note, can you also explain why its so much quicker to access EveMails through EveGate, in an OOG browser like FireFox? My assumption here is that the character node for Mail is already implemented, but only being called directly by the EveGate/Web side, not by the Client.]
Try clearing your mail cache within the Esc Option menu (on last tab).
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Zendoren
Aktaeon Industries
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Posted - 2010.08.20 21:23:00 -
[3]
Edited by: Zendoren on 20/08/2010 21:23:59
Originally by: CCP Atlas
Originally by: Zendoren Edited by: Zendoren on 20/08/2010 20:26:16 Best blog thus far!
However, I would have liked a further explanation on how the server topology will be changing for TQ with the addition of these nodes. From what I remember, The original setup was Proxy Server -> Load balance server -> sol Server. how will this change with the addition of these nodes.
Also, Would have liked to see a little glimpse of CCP Soundwave's expectations on the potential performance increase with addition of multi-processor support to the server side code coupled with these node changes.
This does not change the topology of the cluster at all, and is a perfect fit for its existing layout. From the client's point of view the network is:
Client -> Proxy -> Sol -> SQL Server
The 'Sol' tier can be any node in the cluster while the rest of the layers are exactly 1 for each client. For the sol nodes as you saw in Figure 1 in the blog, you maintain a virtual connection to several sol's at a time depending on the request context. It's all transparent to the application logic and pretty nifty and easy to work with. We do need to place certain restrictions on game design in order to maintain this schema, but it's the architecture that Eve was founded upon.
(I'm not mentioning above that there is a hardware load balancer in front of the proxy tier which picks a proxy for you when you connect since that will just confuse the layout)
Sorry I confused you for Soundwave, Atlas
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