Hi guys.
I was wondering, I don't know how the gameserver works exactly, but i took a peek at the database and saw that the player position in the world is updated in realtime. Now, if i create 2 gameservers on two different computers that can talk to each other over LAN and a database server for the two servers, again,in LAN. If I use the same database for the two servers is it possible for players to see each other in game? Even more, can they interract with each other? How can I work around it so they can do this? Do I need to share RAM between servers? Or just use one server and virtualize the same OS on the two servers? I'm trying to apply some principles of load balancing to this and I don't know how it works. I would appreciate your help.
Interesting question : two gameservers on the same database
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- DrHouse
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Re: Interesting question : two gameservers on the same database
Database would be the bridge for persistent data but not for real time data. People from different server wouldn't see each other

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Re: Interesting question : two gameservers on the same database
So is there a way around it? Or a method for supporting an unlimited number of players? Bandwidth is not a problem 

- DrHouse
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Re: Interesting question : two gameservers on the same database
How many players do you need to in 1 server?

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Re: Interesting question : two gameservers on the same database
Don't have any players
It's only theoretical, i'm trying to make a working version of this concept. With your help of course.
Thanks SHAKA, but isn't that for two separate gameservers with separate databases?

Thanks SHAKA, but isn't that for two separate gameservers with separate databases?
- poltomb
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Re: Interesting question : two gameservers on the same database
Well, this concept COULD work (I have pondered this idea before when I thought of a 'server wars' mod).
The thing that would need to be created is an network channel between the two servers. Through this channel, ALL network traffic that goes from one server to the clients connected to that server, would need to be transmitted to the other server. This brings in a problem with latency between servers causing even greater lag since that latency will be add to (or even magnify) the latency to the clients. Also, how would you handle the NPCs? Would they be balanced between the servers or would they all be handled on the same one? Similar questions would need to be answered for items. These are just a couple of the questions that need to be answered before even thinking of creating such a system
I think that a better organization of the server's separate parts needs to be designed and created, not a way to connect two servers.
What I mean by this is:
5 server parts (World, NPC, Item, Login, Database). Each server can be on a separate machine or any number of them can be on the same machine (much in the same way that the Database, Login and Game server parts are now). A config would handle what ports/ips the World Server (master server) would use to communicate to the others. If this were implemented, then there would not need to be 2 separate machines that host ENTIRE servers, just a more powerful server for each part.
This idea has been tossed around between a few of the other devs and I before. I have discussed this idea with a few of the community members as well. This would be a great idea to implement, but it would take much planning and organization BEFORE any coding is done. Also, IMHO if this route were to be taken, I think think that the server should become more abstract in that it should not be as specific to L2 as it is now. If this were done, the server should become a framework that other games could use to implement their emulators.
Just my opinion
The thing that would need to be created is an network channel between the two servers. Through this channel, ALL network traffic that goes from one server to the clients connected to that server, would need to be transmitted to the other server. This brings in a problem with latency between servers causing even greater lag since that latency will be add to (or even magnify) the latency to the clients. Also, how would you handle the NPCs? Would they be balanced between the servers or would they all be handled on the same one? Similar questions would need to be answered for items. These are just a couple of the questions that need to be answered before even thinking of creating such a system
I think that a better organization of the server's separate parts needs to be designed and created, not a way to connect two servers.
What I mean by this is:
5 server parts (World, NPC, Item, Login, Database). Each server can be on a separate machine or any number of them can be on the same machine (much in the same way that the Database, Login and Game server parts are now). A config would handle what ports/ips the World Server (master server) would use to communicate to the others. If this were implemented, then there would not need to be 2 separate machines that host ENTIRE servers, just a more powerful server for each part.
This idea has been tossed around between a few of the other devs and I before. I have discussed this idea with a few of the community members as well. This would be a great idea to implement, but it would take much planning and organization BEFORE any coding is done. Also, IMHO if this route were to be taken, I think think that the server should become more abstract in that it should not be as specific to L2 as it is now. If this were done, the server should become a framework that other games could use to implement their emulators.
Just my opinion
