game servers

1.31 server development

I’ve been embattled with the Update System for the last several weeks. Whenever I manage to finally pick my way thru the spaghetti enough to be emboldened into making an actual change, I roll it onto the test cluster only to discover I missed some bolognaise.

What I really need to do is implement the grid system I’ve been talking about since 1.24. Or rather, implement one of the two I’ve written…

If you go down to the woods today…

… be wary of bugs under rocks.

The last couple of days have been “interesting” (especially in terms of getting any sleep here). The complex and scary stuff in Battleground Europe’s 1.29 patch has worked as you’d expect it to. But as any coder ought to expect, the little things went awry.

Virtual Shards

This is actually something that’s been ticking away at the back of my head now for years. Having server clusters and instances just didn’t make a whole lot of sense to me: it produces games that are only “massively” from a back-end perspective. If you’re going to do instances, just throw the server cluster concept away entirely. You can scope player names with a Second Life like approach, but then everything else you just instance.

But to avoid that resulting in a mess, a chaotic world of one-time encounters with no chance of community, I’m suggesting a relational index to allow community – or isolation – of the instances that different player characters might see… Virtual shards.