Gateways aggregate players by region

Source: Internet
Author: User

Gateways aggregate players by region

(reprint please indicate the column from Jin Qing)

At present, the gateway in the online game system has only played the function of isolating the network and forwarding, at least the journey and KOK3 are the same.
According to Yun Hongchun's design concept, the gateway also has a regional aggregation function.

Regional aggregation means that many events in the scene are broadcast in the region,
The scene server does not have to broadcast directly to everyone in the zone, such as the movement, attack, and state change of the role or NPC,
Instead, you simply broadcast to the gateway, which is then broadcast by each gateway to people in the zone.

Because the current scene server load is not heavy, so there is no implementation of the gateway area aggregation.

It may be necessary to implement the area aggregation of gateways in KOK3.
Because there is no block between players in the KOK3, they can overlap and cross each other.
The Non-blocking setting is designed to increase the density of the players in the zone and make it more fun for large groups such as domain warfare.
(personally think this set is a little weird, feel like a ghost, the whole world is nothing.)
It is possible to gather tens of thousands of players in the KOK3 scene area, so the regional aggregation function of the gateway is also necessary.
The greater the player's aggregation, the more obvious the effect of the gateway area aggregation.

At present, gateway selection is distributed according to load balance. Players within a zone should be evenly dispersed across gateways.
Can this scenario choose a gateway by scene instead?
A scene corresponds to a gateway, so that you do not have to broadcast to all gateways, only to the corresponding gateway to send alone.
The player toggles the scene to switch the gateway at the same time (currently the client and gateway remain connected).

Is it necessary for the client to remain connected to the gateway?
After the account login authentication, the role connects the server does not need to lose the password again.
The connection takes a very short time, and even a seamless map switch does not cause the game to pause.

If the number of gateways increases to hundreds, the scenario will be more wasteful to broadcast to all gateways,
Can be sent separately to two or three gateways.
For areas with only one or two players, there is no need for a gateway broadcast.

The gateway can be changed to dynamic growth, and the player in the zone will automatically split into multiple gateways.
And it can help to achieve load balancing.

Network concern switch can not immediately disconnect, to maintain a period of time after the break, to prevent frequent switching gateways back and forth.
or the corresponding scene of the gateway is overlapping, and will not cause frequent switching of gateways back and forth.
This overlap is simple and feasible because there is no need to deal with the interaction between the users of the gateway.

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