How we built an auto-scalable Minecraft server for 1000+ players
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Re: How we built an auto-scalable Minecraft server for 1000+ players
#2Re: How we built an auto-scalable Minecraft server for 1000+ players
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#5How did MMOs like Asheron's Call and Wow handle this?
The zones are so large that by nature players will be spread out leading to less interactions. Raids are instanced to just your party. In areas with natural congestion (such as auction houses), things could lag at times.
While combat and movement is realtime, it's mostly waiting for timers, so the latency and bandwidth requirements are reduced compared to a first person shooter for example.
Re: How we built an auto-scalable Minecraft server for 1000+ players
#6The Minecraft setup will be available and useable by anyone Wednesday of next week. More documentation and a roadmap will follow shortly after.
Re: How we built an auto-scalable Minecraft server for 1000+ players
#7Hi, I made this! Was gonna wait until it was downloadable and the documentation was more complete before posting it on HN. Thanks for sharing it though. The Minecraft setup will be available and useable by anyone Wednesday of next week. More documentation and a roadmap will follow shortly after.
Re: How we built an auto-scalable Minecraft server for 1000+ players
#8I’m curious to know how or if this solved any of the issues inherent with multithreading. Moving the threads to new processes can’t fix race conditions.
I’m writing up some formal documentation on it now, I really wanted to have that done before this project was exposed to the scrutinizing Hacker News community, but I can’t control what people share! :)
Stay tuned.
Re: How we built an auto-scalable Minecraft server for 1000+ players
#9Hi, I made this! Was gonna wait until it was downloadable and the documentation was more complete before posting it on HN. Thanks for sharing it though. The Minecraft setup will be available and useable by anyone Wednesday of next week. More documentation and a roadmap will follow shortly after.
Re: How we built an auto-scalable Minecraft server for 1000+ players
#10Hi, I made this! Was gonna wait until it was downloadable and the documentation was more complete before posting it on HN. Thanks for sharing it though. The Minecraft setup will be available and useable by anyone Wednesday of next week. More documentation and a roadmap will follow shortly after.
Curious how you plan to handle Redstone and hostile mobs.
1. An optimistic execution strategy (the servers can run their own redstone)
2. A locking system allowing only one server to have redstone current in a given chunk at once.
3. A rollback-based system to repair race conditions caused by (1)'s optimism.
Hostile mobs are ALSO still WIP and:
1. Are only synced if two players are near each-other on two different servers.
2. Have their aggression entirely managed by a WorldQL script which sends messages to the appropriate servers instructing them to call LivingEntity.setTarget on the correct player.
Was hoping nail those both down before I shared it here, so please forgive me! Thanks for your interest and stay tuned.