Load Balncing Proxy for Servers

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

Post Reply
VITAS
Burner Inserter
Burner Inserter
Posts: 7
Joined: Thu Mar 17, 2016 2:08 pm
Contact:

Load Balncing Proxy for Servers

Post by VITAS »

Hi,
as everyone is painfully aware Factorios Serversoftware is singlethreaded.

Instead of rewriting the Server and getting away from a single event loop i suggest building a second program, that acts as a loadbalncing proxy for server processes.

It would achive that by relaying messages between multiple server instances and to/from connected players.
The server instances wont need to handle any complex tasks for players connected to other instances but would only made aware about actions on players connected to it (shooting) and other changes to the level (building/removing of objects, droping/removing of items).
The proxy would do the actual mixinmg of the instances stats into something that contains all players and so on to be transmitted to the clients.

you could think of it as a mix of http reverse proxy LBs (e.g. apache mod_proxy) with multiple backend instances and IRC networks.

Such a Software would allow to scale games across multiple servers and utilize all cores of a machine by running as many instances as there are spare cores.
Also there wouldnt be any need to change existing setups and new setups could even scale dynamicly if needed (and implemented into the proxy)

Rockstar04
Fast Inserter
Fast Inserter
Posts: 171
Joined: Sun Feb 17, 2013 4:31 pm
Contact:

Re: Load Balncing Proxy for Servers

Post by Rockstar04 »

I haven't messed with multiplayer factorio in a while, but the game is still deterministic, meaning all actions need to happen on all servers and clients. What would this solve?

VITAS
Burner Inserter
Burner Inserter
Posts: 7
Joined: Thu Mar 17, 2016 2:08 pm
Contact:

Re: Load Balncing Proxy for Servers

Post by VITAS »

The server instances wont need to handle any complex tasks for players connected to other instances but would only made aware about actions on players connected to it (shooting) and other changes to the level (building/removing of objects, droping/removing of items).
The proxy would do the actual mixinmg of the instances stats into something that contains all players and so on to be transmitted to the clients.
It also frees the instances from maintaining many conenctions and transfering levels,...

Zeblote
Filter Inserter
Filter Inserter
Posts: 973
Joined: Fri Oct 31, 2014 11:55 am
Contact:

Re: Load Balncing Proxy for Servers

Post by Zeblote »

Each of your instances would still have to process the entire world to be deterministic, so you don't gain anything from this.

The world state is too large, has too many dependencies across it to be able to synchronize it in some reasonable way.

VITAS
Burner Inserter
Burner Inserter
Posts: 7
Joined: Thu Mar 17, 2016 2:08 pm
Contact:

Re: Load Balncing Proxy for Servers

Post by VITAS »

If youre correct no Loadbalancer or cluster setup would ever work.

But my post is a suggestion for the developers. They know their code best and can determine if it would work in their instance.

Post Reply

Return to “Ideas and Suggestions”