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Software Architecture of an MMO
David Salz
david@sandbox-interactive.com
Who am I?
 David Salz
 15 years in the industry
 CTO, Co-Founder of Sandbox Interactive
 35 people
 based in Berlin
 we only do Albion Online!
In this talk:
 What is Albion Online?
 Middleware + Design Decisions
 Server Architecture
 How we use Unity (and how not)
Albion Online
 Sandbox MMORPG
 Cross-Platform (Windows/OSX/Linux/Android/iOS)
 One World (no „Shards“ or „Servers“, not even for different platforms)
 Player-Driven Economy (everything is player-crafted)
 No Character Classes („you are what you wear“)
 Strong focus on PvP + Guilds
 Hardcore („Full Loot“ in PVP Areas)
 Pay-to-play model
 4 years in the making
 Currently in Closed Beta w/ 80.000+ „founding“ players
 „Release“ in Q4/2016
Albion Online
 The initial pitch (2012)
 Play-crafted equipment, buildings
 One World (like EVE Online)
 Guild vs. Guild Territotorial conquest
 Top-Down perspective + Combat (like League of Legends)
 Simple graphics, „can even be 2D“
 PVP focus, no PVE, no Mobs, no Dungeons
 Release in 2013 
Middleware Selection
 Engine Selection
 Unity made sense – inexpensive, accessible
 Cross-Platform was a „target of opportunity“
 Database Selection
 One world  need a very scalable database, NoSQL
 Cassandra sounded suitable
 still use SQL for query-heavy problems
 Networking Middleware
 Photon!
 can use C# on server (like in Unity!)
 works with all Unity platforms
Apache Cassandra
 NoSQL Database
 Originally developed by Facebook
 Open Source (Apache-License)
 Java
 Concept: everything is a hash table
 in-memory (as much as possible)
 optimized for high throughput
 scales horizontally (just add servers)
 redundant (no single point of failure)
 CQL: SQL-like language (w/ massive restrictions – it‘s NoSQL)
Apache Cassandra
 funny story from public Alpha Test…
 all buildings disappeared during lunch break
 found this in Cassandra Changelog:
 W(
 lesson learned: careful with cutting edge technology
* Fix possible loss of 2ndary index entries during
compaction (CASSANDRA-6517)
Apache Cassandra
 Cassandra uses timestamps to resolve
conflicts between database nodes
 also requires exact time sync beween servers
 i.e. ntp service
Hosting
 Hosted with Softlayer
 good, but quite expensive
 bare-metal machines only
 currently: 8x 10-Core Intel Xeon, 32 GB RAM
 Should be able to handle ~15k CCUs
 Originally:
 Hosted across 2 Datacenters (better ping for players)
 Worked, but bad idea! (inter-server disconnects, latency)
Networking
 Photon
 UDP-based protocol (reliable/unreliable as needed)
 TCP for chat, inter-server communication
 use only basic message functionality (no Photon frameworks)
 mostly simple messages, in rare cases JSON content
 Had to implement secure TCP-reconnect abilities
 Chat
 Tried IRC…
 … was only trouble (difficult to secure, customize)
 Implemented own system in a couple of days
Consequences
 Server needs to work without Unity
 Ideally, client works without Unity, too!
 think: tools, stress-test-bots!
 Use Unity only as rendering front-end
 cannot rely on Unity features for basic functions!
 levels / game objects
 collision
 pathfinding
Separation
ObjectFactory ObjectViewFactory
Object
+Position
+…
+RequestAction()
ObjectView
+Renderer
+AnimationCtrl
+HandleInput()
destroyed
changed
…etc..
created
Object
+Position
+…
+RequestAction()
Server Client Unity-Client
Interest-Management
changed
…etc..
obj-enter
obj-leave
Server
Server Farm
Game Server
Game Server
Game Server
Login Server
World Server
Marketplace Server
GoldMarket Server
Statistics Server
Ranking Server
BackOffice Server
Chat Server
Client
Connect to different game
server depending on
location in game world
Game DB
(Cassandra)
Accounts DB
(Postgres)
Market DB
(Postgres)
GoldMarket DB
(Postgres)
 Todo: screenshot of gold market
 Todo: screenshot of marketplace
Game Servers / World Server
 game world split into unique „clusters“ of ~ 1 km²
 current world: ~600, next world: x2
 distributed among game servers
 player changes servers when travelling
 handoff done through database (even on same server)
 Instances are dynamically created
 world server coordinates this
 World Server
 responsible for everything „global“
 guilds, parties, coordination of guild battles etc.
Threading Model (Game Server)
IO ThreadIO ThreadNetwork IO
Thread
Event
Queue
Logging IO
Thread
Event
Scheduler
Cluster Thread
Event
Queue
Event
Scheduler
Cluster Thread
Pathfinding
Thread
Database IO
Thread
Cluster Thread makes
request
Events / Results get
put into Event Queue
Cluster polls Events
from Queue and
Scheduler
Threading Model
 Game logic for one game area („cluster“) is single-threaded
 Interactions between game objects too complicated otherwise; would
require lots of locking
 Objects „sleep“ whenever possible (especially mobs)
 All IO (Network, Database, Logging) and other „heavy lifting“
(pathfinding) offloaded to worker threads
 Instances (Player islands, instanced dungeons) are combined in thread
pools
 Other servers (chat, rankings) are completely multi-threaded
There is no spoon!
 There is no game loop!
 i.e. no Update() or Tick() functions for game objects
 Gameplay thread processes events in order of arrival
 Events are:
 Network input, i.e. player commands
 Timers (Event Scheduler)
 If an object needs a tick (Mobs do), it creates a recurring timer
 Results from DB queries (asynchronous)
 Results from pathfinding
 …
Interest Management
 Players should only „see“ (network-wise) what‘s on their screen
 important to reduce traffic…
 … and prevent cheating!
 Find objects a player can „see“ (and update when things move)
 Objects send messages to all players that „see“ them
 Needs to be efficient!
 ~500 mobs / cluster
 > 10.000 interactive objects (mostly trees )
 up to 300 players
Interest Management
grid based hash (10x10m cells)
● cells contain list of objects inside
● list is updated by object itself when moving
● cells fire events:
● ObjectEnteredCell()
● ObjectLeftCell()player
● objects also fire events
● ObjectMoved()
● ObjectDestroyed()
● EventFired()
Interest Management
player
Interest area
Moves with player
Subscribe to objects when they
enter inner area
Unsubscribe when they leave
outer area
Tell player when:
● an object enters / leaves interest area
● an object in the area fires an event
Logging infrastructure
Game Server
Game Server
Game Server
Log File
Log File
Log File
Logstash
Agent Redis
Elasic Search
Kibana
 track errors, generate statistics
 classic ELK stack (Elastic Search, Logstash, Kibana)
 kind of unreliable for us
 Also use Cassandra Counters a lot!
Logstash
Agent
Logstash
Agent
Own tools
Kibana
Kibana
Client
Level Design
 Zones built in Unity (Unity scenes)
 Consist only of Unity prefabs („tiles“)
 ~ 30.000 / level
 Collision is painted for each tile
 Level gets exported to XML format
 level loading independed from Unity (for server, client)
 in Unity: instantiate prefabs
 actually faster and more controllable!
Level consists of
„tiles“ (Unity prefabs)
Tile has 3d collider
(for mouse picking +
ground height
definition)
2d collision is painted
per tile
(blocks movement /
blocks shots / blocks
placement etc.)
Ground tile
Object (non-ground) tile
Collision
 TODO: pictures, demo
Collision of all tiles
is blended together
Unity Features we (don‘t) use…
 Do:
 Editor: cool and customizable (but often too slow)
 Sound: yes, but want to switch to Wwise or FMOD
 Mechanim: now, after a long struggle (memory usage!)
 Not or very limited:
 Scenes – only to load GUIs (but not levels)
 Collision/Physics – only raycasts @ ground
 GUI – use modified NGUI instead
 Network – use Photon instead
 Baked light – scenes way too large
Unity troubles
 funny story…
 64 bit editor came just in time for us
 32bit editor was no longer able to build our project
 used > 2.7 GB RAM during build with is the max for
win32 processes
 headless was still working!
Character rendering
 Character + Equipment gets baked into one mesh
 want 1 draw call / character (well, + special effects)
 real-time
 parts of character mesh hidden depending on equipment
 Only one material for character + all equipment items
 Only one texture; also use vertex colors, specular
 Limit number of characters drawn (esp. on mobile)
 Todo: characters picture
Debugging
 Can run and debug complete environment locally on developers
machine
 Human-readable network log file
 Server and client errors caught in log files
 Searchable, with context
 Public staging system
 Community can preview patches, updates
 QA freelancers from the community
 Frequently mirror live database to public staging system
 Can download live database to developer machines
 TODO: screenshot of network log file
Cheaters
 people started using memory debuggers and packet sniffers
pretty much on day 1
 Absolute server authority is king!
 Includes what information you reveal to client!
 only one serious cheat ever found
 mistake on our side –“believed“ data from client without proper
check
 Gold Sellers / Account Stealing
 adding email verification greatly improved this
Cheaters
 .NET code very accessible for analysis
 camera hacks (minior problem because of interest management)
 found internal tools , cheats in code (not working on live)
 extracted data from client
 maps, player rankings
 cool community projects!
 Users built bots directly into client 
 Difficult to prevent
 Obfuscation – helps, but not much
 We are doing more integrity checks now!
 Future: Unity IL2CPP ?
Future Challenges
 Growing player base…
 Want a more diverse world
 exploring more modular level design right now
 Keeping iOS / Android version in sync with server
 ability to download data files without patching
 clients support old server / server supports old clients
Thank you!
Questions / Comments?
david@sandbox-interactive.com
We are hiring!
https://albiononline.com/en/jobs

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Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)

  • 1. Software Architecture of an MMO David Salz david@sandbox-interactive.com
  • 2. Who am I?  David Salz  15 years in the industry  CTO, Co-Founder of Sandbox Interactive  35 people  based in Berlin  we only do Albion Online!
  • 3. In this talk:  What is Albion Online?  Middleware + Design Decisions  Server Architecture  How we use Unity (and how not)
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  • 5. Albion Online  Sandbox MMORPG  Cross-Platform (Windows/OSX/Linux/Android/iOS)  One World (no „Shards“ or „Servers“, not even for different platforms)  Player-Driven Economy (everything is player-crafted)  No Character Classes („you are what you wear“)  Strong focus on PvP + Guilds  Hardcore („Full Loot“ in PVP Areas)  Pay-to-play model  4 years in the making  Currently in Closed Beta w/ 80.000+ „founding“ players  „Release“ in Q4/2016
  • 6. Albion Online  The initial pitch (2012)  Play-crafted equipment, buildings  One World (like EVE Online)  Guild vs. Guild Territotorial conquest  Top-Down perspective + Combat (like League of Legends)  Simple graphics, „can even be 2D“  PVP focus, no PVE, no Mobs, no Dungeons  Release in 2013 
  • 7. Middleware Selection  Engine Selection  Unity made sense – inexpensive, accessible  Cross-Platform was a „target of opportunity“  Database Selection  One world  need a very scalable database, NoSQL  Cassandra sounded suitable  still use SQL for query-heavy problems  Networking Middleware  Photon!  can use C# on server (like in Unity!)  works with all Unity platforms
  • 8. Apache Cassandra  NoSQL Database  Originally developed by Facebook  Open Source (Apache-License)  Java  Concept: everything is a hash table  in-memory (as much as possible)  optimized for high throughput  scales horizontally (just add servers)  redundant (no single point of failure)  CQL: SQL-like language (w/ massive restrictions – it‘s NoSQL)
  • 9. Apache Cassandra  funny story from public Alpha Test…  all buildings disappeared during lunch break  found this in Cassandra Changelog:  W(  lesson learned: careful with cutting edge technology * Fix possible loss of 2ndary index entries during compaction (CASSANDRA-6517)
  • 10. Apache Cassandra  Cassandra uses timestamps to resolve conflicts between database nodes  also requires exact time sync beween servers  i.e. ntp service
  • 11. Hosting  Hosted with Softlayer  good, but quite expensive  bare-metal machines only  currently: 8x 10-Core Intel Xeon, 32 GB RAM  Should be able to handle ~15k CCUs  Originally:  Hosted across 2 Datacenters (better ping for players)  Worked, but bad idea! (inter-server disconnects, latency)
  • 12. Networking  Photon  UDP-based protocol (reliable/unreliable as needed)  TCP for chat, inter-server communication  use only basic message functionality (no Photon frameworks)  mostly simple messages, in rare cases JSON content  Had to implement secure TCP-reconnect abilities  Chat  Tried IRC…  … was only trouble (difficult to secure, customize)  Implemented own system in a couple of days
  • 13. Consequences  Server needs to work without Unity  Ideally, client works without Unity, too!  think: tools, stress-test-bots!  Use Unity only as rendering front-end  cannot rely on Unity features for basic functions!  levels / game objects  collision  pathfinding
  • 16. Server Farm Game Server Game Server Game Server Login Server World Server Marketplace Server GoldMarket Server Statistics Server Ranking Server BackOffice Server Chat Server Client Connect to different game server depending on location in game world Game DB (Cassandra) Accounts DB (Postgres) Market DB (Postgres) GoldMarket DB (Postgres)
  • 17.  Todo: screenshot of gold market
  • 18.  Todo: screenshot of marketplace
  • 19. Game Servers / World Server  game world split into unique „clusters“ of ~ 1 km²  current world: ~600, next world: x2  distributed among game servers  player changes servers when travelling  handoff done through database (even on same server)  Instances are dynamically created  world server coordinates this  World Server  responsible for everything „global“  guilds, parties, coordination of guild battles etc.
  • 20.
  • 21. Threading Model (Game Server) IO ThreadIO ThreadNetwork IO Thread Event Queue Logging IO Thread Event Scheduler Cluster Thread Event Queue Event Scheduler Cluster Thread Pathfinding Thread Database IO Thread Cluster Thread makes request Events / Results get put into Event Queue Cluster polls Events from Queue and Scheduler
  • 22. Threading Model  Game logic for one game area („cluster“) is single-threaded  Interactions between game objects too complicated otherwise; would require lots of locking  Objects „sleep“ whenever possible (especially mobs)  All IO (Network, Database, Logging) and other „heavy lifting“ (pathfinding) offloaded to worker threads  Instances (Player islands, instanced dungeons) are combined in thread pools  Other servers (chat, rankings) are completely multi-threaded
  • 23. There is no spoon!  There is no game loop!  i.e. no Update() or Tick() functions for game objects  Gameplay thread processes events in order of arrival  Events are:  Network input, i.e. player commands  Timers (Event Scheduler)  If an object needs a tick (Mobs do), it creates a recurring timer  Results from DB queries (asynchronous)  Results from pathfinding  …
  • 24. Interest Management  Players should only „see“ (network-wise) what‘s on their screen  important to reduce traffic…  … and prevent cheating!  Find objects a player can „see“ (and update when things move)  Objects send messages to all players that „see“ them  Needs to be efficient!  ~500 mobs / cluster  > 10.000 interactive objects (mostly trees )  up to 300 players
  • 25. Interest Management grid based hash (10x10m cells) ● cells contain list of objects inside ● list is updated by object itself when moving ● cells fire events: ● ObjectEnteredCell() ● ObjectLeftCell()player ● objects also fire events ● ObjectMoved() ● ObjectDestroyed() ● EventFired()
  • 26. Interest Management player Interest area Moves with player Subscribe to objects when they enter inner area Unsubscribe when they leave outer area Tell player when: ● an object enters / leaves interest area ● an object in the area fires an event
  • 27. Logging infrastructure Game Server Game Server Game Server Log File Log File Log File Logstash Agent Redis Elasic Search Kibana  track errors, generate statistics  classic ELK stack (Elastic Search, Logstash, Kibana)  kind of unreliable for us  Also use Cassandra Counters a lot! Logstash Agent Logstash Agent Own tools
  • 31. Level Design  Zones built in Unity (Unity scenes)  Consist only of Unity prefabs („tiles“)  ~ 30.000 / level  Collision is painted for each tile  Level gets exported to XML format  level loading independed from Unity (for server, client)  in Unity: instantiate prefabs  actually faster and more controllable!
  • 32. Level consists of „tiles“ (Unity prefabs) Tile has 3d collider (for mouse picking + ground height definition) 2d collision is painted per tile (blocks movement / blocks shots / blocks placement etc.) Ground tile Object (non-ground) tile
  • 33. Collision  TODO: pictures, demo Collision of all tiles is blended together
  • 34. Unity Features we (don‘t) use…  Do:  Editor: cool and customizable (but often too slow)  Sound: yes, but want to switch to Wwise or FMOD  Mechanim: now, after a long struggle (memory usage!)  Not or very limited:  Scenes – only to load GUIs (but not levels)  Collision/Physics – only raycasts @ ground  GUI – use modified NGUI instead  Network – use Photon instead  Baked light – scenes way too large
  • 35. Unity troubles  funny story…  64 bit editor came just in time for us  32bit editor was no longer able to build our project  used > 2.7 GB RAM during build with is the max for win32 processes  headless was still working!
  • 36. Character rendering  Character + Equipment gets baked into one mesh  want 1 draw call / character (well, + special effects)  real-time  parts of character mesh hidden depending on equipment  Only one material for character + all equipment items  Only one texture; also use vertex colors, specular  Limit number of characters drawn (esp. on mobile)
  • 37.
  • 39. Debugging  Can run and debug complete environment locally on developers machine  Human-readable network log file  Server and client errors caught in log files  Searchable, with context  Public staging system  Community can preview patches, updates  QA freelancers from the community  Frequently mirror live database to public staging system  Can download live database to developer machines
  • 40.  TODO: screenshot of network log file
  • 41. Cheaters  people started using memory debuggers and packet sniffers pretty much on day 1  Absolute server authority is king!  Includes what information you reveal to client!  only one serious cheat ever found  mistake on our side –“believed“ data from client without proper check  Gold Sellers / Account Stealing  adding email verification greatly improved this
  • 42. Cheaters  .NET code very accessible for analysis  camera hacks (minior problem because of interest management)  found internal tools , cheats in code (not working on live)  extracted data from client  maps, player rankings  cool community projects!  Users built bots directly into client   Difficult to prevent  Obfuscation – helps, but not much  We are doing more integrity checks now!  Future: Unity IL2CPP ?
  • 43.
  • 44. Future Challenges  Growing player base…  Want a more diverse world  exploring more modular level design right now  Keeping iOS / Android version in sync with server  ability to download data files without patching  clients support old server / server supports old clients
  • 45. Thank you! Questions / Comments? david@sandbox-interactive.com We are hiring! https://albiononline.com/en/jobs