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<H1>Re: [MUD-Dev] Multilevel server concept</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Multilevel server concept</LI>
<LI><em>From</em>: "Kristen L. Koster" &lt;<A HREF="mailto:koster#eden,com">koster#eden,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 07 Apr 2000 22:11:43 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
on 4/6/2000 2:58 PM, Emil Eifrem wrote:

&gt; At 10:06 PM 6/4/00, Draymoor wrote:

&gt;&gt; There are two types of servers for a mud. One is the primary server. This
&gt;&gt; world server basicly has all the game logic, player data, etc. This is like
&gt;&gt; most standard muds. There is also another type of server called the router
&gt;&gt; server. This server can reside anywhere and is what players connect to.
&gt;&gt; These servers basicly bounce messages between the world server and the
&gt;&gt; players.

Yep, works nicely. It's how UO works, and I'd suspect how some of the other
"massively multiplayer" games work. In fact, we run another one exclusively
for account logins, then hand off to the "user servers" which are the
equivalent of your router servers, which talk to the game servers. There's
also opportunity there for other specialized servers, depending on your
implementation: dedicated DB server for example.

&gt; MUME has been doing this for quite a while, I believe, and it seems to have
&gt; worked well for them (or at least that's what my friend who played there
&gt; told me about two years ago). We plan to do the same for Jamu, mainly as a
&gt; mean to reduce latency.

Dunno that it's that helpful for latency per se, since there's the hop from
router to game that can erase any gains made, depending on how you handle
things. But it IS a very scaleable solution for more users--just add
processes, and when you run out of room, add hardware.

-Raph




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<LI><STRONG><A NAME="00075" HREF="msg00075.html">Re: [MUD-Dev] Multilevel server concept</A></STRONG>
<UL><LI><EM>From:</EM> Emil Eifrem &lt;emil#eifrem,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00077" HREF="msg00077.html">[MUD-Dev] Polls at Kanga.Nu</A></strong>, 
claw <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Fri 07 Apr 2000, 02:58 GMT
<LI><strong><A NAME="00073" HREF="msg00073.html">[MUD-Dev] Multilevel server concept</A></strong>, 
Draymoor <a href="mailto:fibhufky#erols,com">fibhufky#erols,com</a>, Thu 06 Apr 2000, 19:23 GMT
<UL>
<LI><strong><A NAME="00074" HREF="msg00074.html">Re: [MUD-Dev] Multilevel server concept</A></strong>, 
Tochiro <a href="mailto:asuka#redconnect,net">asuka#redconnect,net</a>, Thu 06 Apr 2000, 19:47 GMT
</LI>
<LI><strong><A NAME="00075" HREF="msg00075.html">Re: [MUD-Dev] Multilevel server concept</A></strong>, 
Emil Eifrem <a href="mailto:emil#eifrem,com">emil#eifrem,com</a>, Thu 06 Apr 2000, 20:36 GMT
<UL>
<LI><strong><A NAME="00091" HREF="msg00091.html">Re: [MUD-Dev] Multilevel server concept</A></strong>, 
Kristen L. Koster <a href="mailto:koster#eden,com">koster#eden,com</a>, Sat 08 Apr 2000, 03:12 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00079" HREF="msg00079.html">Re: [MUD-Dev] Multilevel server concept</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Fri 07 Apr 2000, 15:19 GMT
<UL>
<LI><strong><A NAME="00081" HREF="msg00081.html">Re: [MUD-Dev] Multilevel server concept</A></strong>, 
Brian Green <a href="mailto:brian#psychochild,org">brian#psychochild,org</a>, Fri 07 Apr 2000, 16:53 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00072" HREF="msg00072.html">[MUD-Dev] Article on WoC's 'Open Sourcing' D&amp;D in Salon</A></strong>, 
Christopher Allen <a href="mailto:ChristopherA#Skotos,net">ChristopherA#Skotos,net</a>, Thu 06 Apr 2000, 18:55 GMT
<LI><strong><A NAME="00071" HREF="msg00071.html">[MUD-Dev] Schmuse</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 06 Apr 2000, 05:44 GMT
</UL></BLOCKQUOTE>

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