Building fast,scalable game server in node.js
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Building fast,scalable game server in node.js

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Building fast,scalable game server in node.js Presentation Transcript

  • 1. Building fast, scalable game server in node.js Charlie Crane @xiecc
  • 2. Who am I  NASDAQ: NTES  Senior engineer, architect(8 years) in NetEase Inc. , developed many web, game products  Recently created the open source game server framework in node.js: pomelo
  • 3. Top cities for npm modules https://gist.github.com/substack/7373338
  • 4. Agenda  State of pomelo  Scalability  Framework  Performance  Realtime application
  • 5. The state of pomelo Fast, scalable, distributed game server framework for node.js Open sourced in 2012.11.20 Newest version: V0.7 https://github.com/NetEase/pomelo
  • 6. Pomelo position  Game server framework  Mobile game  Web game  Social game  MMO RPG(middle scale) Realtime Multiple User Interaction  Realtime application server framework
  • 7. State of pomelo  Pomelo is not a single project  Almost 40 repos in total
  • 8. Framework ---
  • 9. https://github.com/NetEase/pomelo
  • 10. Success cases Card Game — ShenMu http://shenmu.iccgame.com/index.shtml
  • 11. Success cases Combat Strategy Game — Ancient songs http://www.ixuanyou.com/
  • 12. Success cases Realtime Communication Tools — ZhongQingBangBang Q&A http://wap.youth.cn/bangbang/
  • 13. Success cases  The magic card hunter https://itunes.apple.com/cn/app/id6649640688  Beauty Fried golden flower http://app.xiaomi.com/detail/41461  Texas Hold ’ em poker http://www.yiihua.com/  Metal Slug http://www.17erzhan.com/ww2/ww2index.php  Coal instant messaging http://www.mtjst.com  Yong Le golden flower http://pan.baidu.com/s/1pCmfD  17 Bullfight http://app.91.com/Soft/Detail.aspx?Platform=iPhone …
  • 14. Job huntings
  • 15. Agenda  The state of pomelo  Scalability  Framework  Performance  Realtime appliation
  • 16. Demo first http://pomelo.netease.com/lordofpomelo
  • 17. Scalability---Web and Game server  Web server unlimited scalability  Game server World record: world of tanks(bigworld), 74,536 online users MMORPG:7k-8k maximum Why?
  • 18. Why does game server not scale?  Reason 1: Long connection  Response time Web response time: 2000ms Game、realtime web: <100ms  Message direction web: request/reponse game: request/push/broadcast, bi-direction
  • 19. How to solve  Node.js to rescue Perfect for: Network-insentive application Real-time application Holding connections Mqtt: 120,000 connections, 1 process, 10K/connection Socket.io: 25,000 connections, 1 process, 50K/connection
  • 20. Why does game server not scale  Reason 2: stateful  Web app -- stateless  No coordinates, no adjacency  Partition randomly, stateless  Game server -- stateful  Have coordinate, adjacency  Partition by area, stateful
  • 21. How to solve  No good solution in technical level  Depending on game design  Don’t make one area too crowded  Balance of area
  • 22. Too crowded area
  • 23. Disperse player
  • 24. Why does game server not scale Reason 3: Broadcast MESSAGES IN 1 MESSAGES OUT 1 1 1
  • 25. Why does game server not scale 1 2 MESSAGES IN MESSAGES OUT 4 2 2 1
  • 26. Why does game server not scale MESSAGES IN MESSAGES OUT 4 1 16 4 4 4 1 1 4 1
  • 27. Why does game server not scale MESSAGES IN MESSAGES OUT 100 1 10000 100 100 100 1 1 100 1
  • 28. Why does game server not scale MESSAGES IN MESSAGES OUT 1000 1 1000 1000000 1000 1000 1 1 1000 1
  • 29. 1、How to solve --- broadcast  AOI --- area of interested module: pomelo-aoi
  • 30. 2、How to solve -- broadcast  Split process, seperate load , frontend is stateless broadcast Frontend (connector) Single Process Game logic Backend (area)
  • 31. 3、How to solve – broadcast  Game design, don’t make one place(in area) too crowded  Map size  Character density  Disperse born place
  • 32. Disperse born place
  • 33. 4、How to solve -- pushScheduler app.set(‘pushSchedulerConfig’, { scheduler: new MessageScheduler(app); });  Direct:send message directly  Buffer: buffer message in array, and flush it every 50ms  Other Strategies: flexible, depending on client number
  • 34. Why does game server not scale  Reason 4: Tick (game loop)  setInterval(tick, 100)  What does every tick do?  Update every entity in the scene(disappear,move, revive)  Refresh monster  Driving ai logic(monster, player) Tick must be far less than 100ms
  • 35. Problem of tick  The entity number should be limited  Pay attention to update algorithm: AI etc.  GC, full gc should be limited  V8 is good at GC when memory is under 500M, even full GC  Memory must be limited  Try to divide process
  • 36. At last--- runtime architecture
  • 37. How to solve complexity  Too … complicated? solution: framework
  • 38. Agenda  The state of pomelo  Scalability  Framework  Performance  Realtime application
  • 39. Pomelo Framework The essence of pomelo: A distributed, scalable, realtime application framework.
  • 40. Framework --- design goal  Abstract of servers(processes)  Auto extend server types  Auto extend servers  Abstract of request/response and broadcast/push  Zero config request  Simple broadcast api  Servers communication---rpc framework
  • 41. Framework -- some features  Server scalability  Network  Plugins
  • 42. Server scalability
  • 43. Server Scalability-- dynamic extensions  pomelo add host=[host] port=[port] id=[id] serverType=[serverType]  node app.js env=production host=[host] port=[port] id=[id] serverType=[serverType]
  • 44. Network Pomelo component Loader MQTTConnector Mobile client Connector SIOConnector HybridConnector Socket.io client Socket, websocket client
  • 45. Network--Message encode, decode
  • 46. Network--original protobuf  Original protobuf
  • 47. Network--pomelo protobuf  Our protobuf
  • 48. Network -- Proto compress  Config:
  • 49. Network---protobuf definition  Handler return json, auto encoded to protobuf
  • 50. Network--pomelo protobuf https://github.com/pomelonode/pomelo-protobuf As an independent project, supporting unity3d, iOS, android, C
  • 51. Network -- Pomelo Netflow – V0.2  Version 0.2, 400 online users Out: 3645Kb/S in: 270Kb/s
  • 52. Network -- Pomelo Netflow – V0.3  Version 0.3, 400 online users Out: 925KB/S, in: 217KB/S, 25% Netflow of 0.2
  • 53. Plugins  A mechanism to extend framework  Example:  pomelo-status-plugin , online status plugin, based on redis
  • 54. Plugins example -- Reliability  pomelo-masterha-plugin, based on zookeeper, master HA  Servers auto reconnect Zookeeper Master Slave Slave
  • 55. Agenda  State of pomelo  Scalability  Framework  Performance  Realtime application
  • 56. Performance --- overview  The performance varies largely in different games, applications  The variation  Application type: Game or realtime application  Game type: round or realtime fight, room or infinite  Game design: Map size, character density, balance of areas  Test parameters: Think time, test action
  • 57. Performance --- reference data  Online users per process  next-gen: support 20,000 concurrent players in one area  World record – not one area  world of tanks(bigworld), 74,536 online users  But in real world(MMO rpg)  The real online data: maximum 800 concurrent users per area, 7,000 concurrent users per group game servers
  • 58. Performance--Server configuration Openstack virtual machine
  • 59. Performance --- stress testing  Use Case 1: fight  Stress on single area(area 3), increasing step by step, login every 2 seconds  Game logic: attack monstors or other players every 2~5 seconds
  • 60. Performance --- stress testing
  • 61. Performance--result  486 onlines
  • 62. Performance -- top  Using toobusy, limit cpu 80%
  • 63. Performance – stress test  Use case 2 – move  Stress on single area(area 3), increasing step by step, login every 2 seconds  Game logic: move in the map every 2~5 seconds
  • 64. Performance – stress test  800 online users
  • 65. Performance --- stress testing  Use Case 3: fight & move  Stress on single area(area 3), increasing step by step, login every 2 seconds  Game logic: 50% attack monstors or other players every 2~5 seconds, 50% move around  Result: 558 onlines in one area
  • 66. Agenda  State of pomelo  Scalability  Framework  Performance  Realtime application
  • 67. Realtime app and game  Many success stories in realtime application  Message push platform in NetEase  ZhongQinBangBang  Not that frequent messages as game  Do do need that realtime (less than 50ms), we can use different pushScheduler strategy  Much more scalable than game
  • 68. Message push platform Supporting more than 10,000,000 online users  Products using message push platform  love.163.com  music.163.com  news.163.com  note.youdao.com  game.163.com  yuehui.163.com  yuedu.163.com
  • 69. Message push platform AMQP Receiver Receiver publish Receiver Receiver Redis, Device APNS publisher APNS publisher Channel push, socket Connector Connector Connector LVS socket.io Web client mqtt Android client mqtt iOS client
  • 70. Message push systems  High load, More than 10,000,000 online users  Realtime, broadcast to 5 million users in 1minute  Reliability, qos=1 in any conditions  Save power and network  Support all the clients  iOS(APNS, mqtt)  android(mqtt)  browser(socket.io)  windows desktop application(mqtt)
  • 71. Q&A @xiecc https://github.com/NetEase/pomelo