How to rewrite a TCP MMOG server designed to run in a single machine, in a distributed way?
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Dokkat
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Published on 2012-03-08T20:32:57Z
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2012/10/30
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networking
|distributed-computing
I have a MMOG server running on C++, using winsockets. My server won't support more than 200 players. I had the idea of redesigning it so it will use multiple servers instead of one, so, maybe, for example, each server could take care of a number of players, and, if it was too laggy, it could transfer the responsability of that player to other server. I'm not sure of how to program a consistent game logic like that, though. Are there techniques for this?
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