Building Scaleable Middleware for MMORPGs
CowboyRobot writes "ACM Queue has an article exploring the challenges of developing a reliable platform for an MMORPG, specifically looking at Wish by Mutable Realms. From the article: 'A common scalability problem for distributed multiplayer games relates to managing distributed sets of objects... A player may not be a member of more than one guild, or a guild may have at most one level-5 mage (magician). In computing terms, implementing such behavior boils down to performing membership tests on sets of distributed objects.'"
Surely this is a classic example of the Manager pattern. You have a bunch of objects [Avatar] (all alike, at least programmatically
The trade-off in terms of scalability is in frequency versus computation. If the operation is commonplace (such as moving around), then a distributed system has a problem. If the operation is not commonplace (such as joining a guild!) then it's painless to use the 'choke' of a manager class to resolve any issues.
Even in the commonplace situation, I would have thought it useful to use overseer-objects whose job it is to remove the extra (unnecessary) information from the problem before trying to solve it... There's no need to care about the avatar in sector (-1000,-1000) if we're currently in sector (0,0)...
It's a cliche, but the rule is 'divide and conquer'. Screaming and leaping is a satisfactory, but usually fatal approach to problem solving, unless you're Kzin.
Simon
Physicists get Hadrons!
I've tried a few MMORPGs and have found them all to be lacking in the same key area: one's control over one's character is not real-time. This is a generic description of a problem which surfaces in many ways in MMORPGs, most notably in the combat system. I haven't found one yet that allows real-time combat; it's always "click on the guy you want to fight and press the 'attack' button", then sit back and watch. Typically can do things like cast a spell or use a buff or otherwise make strategic changes to the way that your character is fighting, but you can't aim, run around, swing at the monster, etc, as you can with first person games.
...
The game that comes closest to the combat system I would want is Jedi Academy, in which the multiplayer mode works just like the first-person real-time perspective of the single player game. You do have to aim, you do have to run around and avoid shots, you do have to swing your light saber yourself. I find this to be infinitely more enjoyable than the MUD-like "you hit the spider for 10 points, it hit you for 5 points" back-and-forth that is common on all of the MMORPGs that I have played.
One gets the feeling in playing these MMORPGs that your client view of the world only loosely approximates what is happening on the server. You can make your character run from here to there and find that other people are "sliding" by or popping in and out as you get only sporadic notification from the server of what's really happening. It all gives a very disconnected feel that I really find unappealing about MMORPGs.
There must be some kind of scaleability limitation though because Jedi Academy only supports about 30 players or so at a time in an area that is far smaller than a play area in an MMORPG. I think that if someone could design an MMORPG that played like an FPS, but had all of the depth and breadth of one of these not-so-real-time MMORPGs, it would be ideal.
As an aside, has anyone beta tested Worlds of Warcraft? It like an excellent execution of the MMORPG genre, but I have yet to read any comments from beta testers on whether or not the fighting is real-time or "faked" like other MMORPGs is
That page is annoying. For anyone on low-bandwidth or Lynx connections, here is the printer/human-friendly page.
Background: 28/M/Bi-Sexual; Owner of a Linux company; MBA Harvard 2003; B.S. Comp Sci MIT 2000
As my Econ professor used to say, "Economics is the study of scarcity." So they need a scalable economy engine, right? Compatibility of guilds is another matter.
A feeling of having made the same mistake before: Deja Foobar
- Dragon
- Cute guy with his shirt off
- A bunch of players chatting
- A troll
If you're really bored, there's a whole index.
Background: 28/M/Bi-Sexual; Owner of a Linux company; MBA Harvard 2003; B.S. Comp Sci MIT 2000
Lots and lots of modern cRPG, online or not, have way less features than games like Nethack. Just think what you can do about a towel - wrap it around your head, dip it in a fountain, wipe your face. Lots and lots of options. Incredible richness. Seems it can be done after all...
Are there any online rogue/nethack clones out there?
45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
They say:
Wish is the first Ultra Massive Multiplayer Online Role Playing Game (UMMORPG(TM)). "Ultra" means that Wish supports more than 10,000 simultanous players in a single, seamless world, without any zones or "shards".
In EQ you can have an effect on other characters in your zone (say a hundred people) but you can talk with all the other people on your server (thousands, maybe tens of thousands of people). This is a limitation, but in practical terms it works OK. I don't actually need to interact with more than a few people at a time.
Read Epic the first RPG novel.
I don't see a scaling problem in the example.
Why not just keep a variable on each character associated with each guilds he's in. And then, each guild keeps a list of members.
Thus, a query on the data is always fast and local.
Everybody has their own MMO now, but unless they've actually shipped one they really probably don't understand the true challenges in building one.
You make major one major, major sacrifice for so many simultaenously players in Wish. Movement is point and click. It feels like you're playing a strategy game rather than living in a real world. Those of you complaining that you can't joust and dodge in today's MMOs will hate the stilted movement mechanism of Wish, where the path you take is left to a pathing routine.
"At ZeroC we used Java because some of our development staff had little prior C++ experience..."
"...however, a few of us had previously built a commercial object request broker..."
"...designing and implementing middleware is difficult and costly, even with many years of experience. If you are looking for middleware, chances are that you will be better off buying it than building it."
Frankly, I'd feel rather uncomfortable using ICE 1.0 as middleware for my new MMORPG. Yes they could succeed and do a nice job, but that rarely happens especially in the world of MMOs where nearly all games are released way too early in beta form.
The RP in MMPORG means Role Playing ala Dungeons and Dragons. Thus, the focus is on character development, not first person shooter style twitch. RPGs are based on a dice game, and is really about mathematics. The people with powerful characters are the ones who can do math, not the once with a cable modem in the same town as the server.
Wake me up when you have something written by someone who actually has written and shipped a commercial MMORPG.
* P4 2.0GHz; P4 2.8GHz recommended (or Athlon equivalent).
* 512MB RAM; 1GB recommended.
* 64MB DX 9.0 Video Card (GeForce 3/4 Ti; ATI 8500+); 128 MB GeForce FX or Radeon 9600+ recommended.
* 16bit Sound Card; 24bit recommended.
* 8 GB free disk space; 7200+ RPM recommended.
* Connection to the Internet; 33 Kbps modem minimum; broadband recommended.
In the Portland, Ore area and like card games? Check out: http://groups.yahoo.com/group/portlandgames/
and here's the solution:
- Don't buy the game (it's cheaper that way)
- Don't play the game (you can't get spammed/cheated if you're not a player)
- Don't install the game (you'll save lots of resources this way)
- Dont' wait for it to come out (you can spend the time with your loved ones or go on a hike)
Shalom
one's control over one's character is not real-time.
If you've attended GDC then you may have played ZonaBattle, a real-time mechanized battlecar demo game for the Terazona MMOG system. Disclaimer: I work for Shanda Zona, the developer of this MMOG architecture, and my views may not represent those of the company, etcetera.
The purpose of the ZonaBattle technology demo is to illustrate that MMOGs do not have rely on sluggish, pseudo-turn-based gameplay. Using the right architecture produces excellent results.
ZonaBattle is not as fluid as some FPS games, but it is peppy and, unlike peer-based FPS games with~64-138 players, Terazona's client-server design enables you to scale the playfield to several tens of thousands of players and those players will experience no increased lag or message bottleneck.
Of course, you can also use Terazona to build "classic" seamless MMOGs. Terazona games do not have to have zones or "shards" and feature a heuristic, autoconfiguring grid system for game servers with dynamic region ownership, environmental simulation, and load balancing. You want more performance to support more players or more complex environment? Just slap in a few more commodity servers, or racks. The game will integrate them automatically and immediately begin dispersing Players and Entities among them.
Players can also exchange state with other local or non-local Entities using various bandwidth- and set-based configurable channels. This is not as easy as it might first appear.
Finally, the entire Server-side system is Java-based, for maximum flexibility and cross-platform support.
Da Blog
Lets all go play Savage on Linux instead.
It's the best multiplayer FPS/RTS game I know. Infact it's the only game that combines the two. It's great!!
i was thinking the same thing. i suppose they are the nerd's game of choice whilst people like us like FPS and RTS
Yep!
It's a shitty game. There, I said it. It is, frankly, unplayable for all but the most "hardcore" and "1337" UNIX morons. It's shit. Yes, it is. Stop holding it up as the gold standard by which everything else should be compared. Wow, you can use a fucking towel in it. Big fucking whoop. Now gimme a player character with a fucking face.
I came across this quote:
At ZeroC we used Java because some of our development staff had little prior C++ experience.
and immediately though of that Dilbert strip (sorry, no link) mocking the "if all you have is a hammer, every problem looks like a nail" saying. That strip was particularly memmorable to me because the last panel featured a porcupine saying "we must stick them with quills! it's the only way!"
I browse Slashdot at +3, Funny
I really think computing power is less significant than the overall game development design when it comes to MMORPGs. After design, bandwidth becomes a factor, and only then is computing power a factor. The only exception I can think of would be requiring power for encryption/decryption.
The notion of parsing datasets for something like guild membership is really trivial. If you want to design a solid MMORPG, it's going to come down to how the world, objects and players are represented.
I continue to be in awe of the capabilities of games like Everquest and SWG. SOE has really created a very robust MMORPG technology -- it's hard for any other game developer to really say they have anything comparable when they can't demonstrate superior performance under the same conditions due to no other MMORPG having anywhere near the quantity of simultaneous players (as Everquest).
IMO, the client side of EQ is pretty straightforward. What makes the game special is the server side and how they manage to manipulate so many players and objects in real time. People complain that too many objects/players per "zone" can lag things down, and that is true, but I have yet to see a better implementation than Everquest. SWG has done away with the concept of "zones" to some degree, but basically, they seem to have implemented some client-side intelligence to indicate at which point additional graphics and information on objects in the distance should be loaded or reported. There are still "zones" in all these games. Some of them implement noticeable loading lags, and others don't.
My outside impression of the technical layout of Everquest is something like this... and I'd love anyone with more info/insight to correct me or elaborate further. I ASSume their system is made up of racks of servers, running Solaris I think. The have some low-level, propietary engine that manages the objects in the world, probably to a back-end database like Oracle. The reason for zones in EQ is that when you enter a new zone, you may actually be switching from one physical server to another. Not only do they have different servers for different shards/worlds, but different servers for different zones. When I see a system message such as, "North Karana, Velketors and Plane of Mischief going down for a brief update", I think that perhaps that's one server they're rebooting, which runs those particular zones. I suspect they stagger high-traffic zones with low-traffic zones on servers, and occasionally when the X number of zones managed by a single server have an unusually high amount of traffic/visitors, you get lag.
What's interesting about MMORPG game design is the balance between handling as much client-side as possible without creating security issues. If the server keeps track of players, NPCs and objects, it's much more difficult for someone to hack, or at least, logs are available to identify issues. The more client-side processing done, the more likely the game can be inappropriately manipulated.
When you take into account the amount of real-time data that goes back and forth, EQ (and SWG) are quite impressive. I don't think database/dataset issues are really the problem as being able to efficiently encapsulate, protect and send/receive the large amounts of data in the real-time world.
You lost me at the "java-based" though
And oh yeah, only the Servers run Java only. The Client-side API is language-agnostic and platform-agnostic. So you can write Clients in C++ or Java and compile them to Win32, XBox, PS2, GameCube. The Servers don't care which Client belongs to which platform.
The analogy I like to use is NTSC. In the early days of TV without NTSC you had no guarantee that your GE TVs would be able to pick up Motorola format broadcasts. TVs competed within closed markets and featured lock-in. Creating a common broadcast standard enabled all TVs to pick up all broadcasts. TVs could compete on quality anf fucntionality, and broadcasters could compete using content. Using a platform-agnostic MMOG Middleware lets you enjoy economies of scale because your Servers communicate with all kinds of Clients. Client experiences vary, of course, according to display resolution and frame rate ability.
Da Blog
Wow, you've got an MBA, run your own company, and can't afford ~$120 (the price for 1GB PC3200 DDR)? That's really pathetic.
Korea being the largest in the bunch
China (PRC) is now the largest MMOG market. Also, China is now the largest installed base of DSL in the world.
Da Blog
A 20 person UT match requires a surprising amount of bandwidth alone to make it as "realtime" as it can get
The large quantity of bandwidth exchanged in a UT (or similar peer-based FPS game) is an artifact of a design as single object view game with no distributed Server-side processing. Instead of waiting for bandwidth and CPU nirvana, there are smarter ways to maximize Server-side entity state updates while optimizing Server-Client bandwidth and delivering only environmentally-relevent data. Also, using multiple, distributed Servers enables you to multiplex Server-Client entity state updates using multiple pipes so you don't get a blocks or racing on a single message broker.
Da Blog
"RPGs are based on a dice game, and is really about mathematics. The people with powerful characters are the ones who can do math, not the once with a cable modem in the same town as the server."
Basically true (about D&D and other RPGs, I mean), although it's not the ideal. The Holy Grail of both P&P (Pencil & Paper) and MMO- RPGs is a system that conforms to common sense, so that math enters your gameplay only a little more than it enters the processes by which you live your everyday life.
That way you can really focus on *CHARACTER* development, rather than *STAT* development.
Link is informative and much better than grandparent link.
Read Epic the first RPG novel.
$5 / month hosted VPS on linux = awesome!
I can't give you specifics because you have not signed an NDA. I can talk in generalities, but I can tell you that TZ's load balancing is not random. Much of the information about how to load-balance such systems can be obtained from reading "Distributing Object State" which ran in GamaSutra a while back. The key is dynamic ownership, not static ownership. As you rightly fear, static ownership leads to slowdown and player hangs.
The best way to maintain ownership would be dynamically, using some sticky heuristics to predictively anticipate where a player will "be" following a move, and alert Servers within some defined "neighborhood" or "ZOC" to update their state. This is non-trivial, because you may be dealing with non-Euclidean geometries, distance metrics, or set/guild membership. Therefore, each distributed Server can update its affected Clients on-demand, without those annoying lags you get with some systems when you can "feel" the Client loading the data from a new Server.
Alerting Servers that currently "own" those possible Regions to prepare to update relevent Entities with info is also required. If no Server owns that Region, then you should have a whole other set of heuristics to determine which game server should own that Region. It may, or it may not, be the Server that "owns" the Entity that is moving into that Region. You probably need to do cost-benefit calculations for assigning/re-assigning Region ownership. You can run Monte Carlo simulations to see how best to describe possible Entity "walks" within the topology.
Similarly, because of the expense of instantiation, you need some pretty tricky finagling to figure out when to relinquish ownership and purge any "ghost" copies of the Entity State that have been following the main Entity "around" within the topology. Of course, the nice thing is that Server-Server entity state exchanges will take place along a fat pipe backbone.
Interestingly, such systems end up looking a little like a Kohonen n-tier feedforward neural network.
Da Blog
JavaSpaces is more or less Sun's Jini take on distributed processing.
From a programmer point of view, you start up a "space", and then you can write objects in, take them out, and read them. And that's all. So there are a very few simple operations, and you structure your app around those.
Anyhow, it seems like a couple of JavaSpaces on a rack of servers might serve as a good way to distribute processing/notification/etc. Of course, you're limited to Java and to moving around Serializable objects....
The Army reading list
Both Lineage 2 and Ultima X are MMORPGs that will run on Epic's Unreal Warfare Engine.
Having given Lineage 2 a run, it is about the smartest thing any MMORPG has ever done. The game is beautiful and upgrading engines will go in tandem with the Unreal series of games for years to come.
There is no reason to do a custom engine unless you're just a pompus megacorp.
Its only the printer friendly page for page 1, you need to go back to the original article, click next page, then printer friendly page to get to the next page.
not very convenient.
this is my sig.
I find their choice of RPC as the middleware layer surprising. I would imagine that a vast majority of events in a MMP game need to be passed on to a fairly large subset of players, for example, anytime someone moves, attacks, casts a spell, etc. the people visual or audio range of that player need to be informed. RPC is better suited to one-to-one interactions, not the one-to-many interactions we get in MMP games. It seems to me that a distributed publish/subscribe system like Elvin, SIENA or even Mercury (a pub/sub system specifically designed for MMP games!), or a LINDA-style shared memory system would be much more appropriate.
This project is going to fail, or at least be severely delayed. Why? Well most of the article talks about how they rewrote COM/COMBRA/KOM (etc..), creating their own IDL, their own protocol etc.. However the article is not about rolling your own ORB, it's about designing a MMORPG middleware, which can have little to nothing to do with an object broker.
They even start of the article with some nice pie in the sky requirements. Like a truly scalable world capable of "tens of thousands" of people in the same world realtime load balancing, dynamic world installation. And a bunch of other stuff that probably sounded nice in some brainstorming meeting, though I suspect has little to do with any actual game design.
In my experience this usually happens when the people involved don't really understand the problem they are trying to solve, so they end up writing general purpose architecture to solve whatever problem they eventually do understand, typically dooming the project in the meantime.
-Jon
this is my sig.
god, a real problem finally. I've been doing so much html and asp i miss something more substantial like this. i could solve this, i know it. The real issue here is data -- how do you access it, and how do you store it. The fact is that you could get an in memory object oriented database to keep track of it all. 4gb memory would be enough to support a ton of players. What you do is keep a "DNA strand" for each player with a bunch of binary toggles to control state. Forget "manager" and all that crap that overcomplicates the solution.
This project is extremely complex. What I would like to see is that either the big guns in the industry have a shot at it, or make the project open source so that the best talents can work on it. It would be quite ideal to have a robust and efficient distributed platform that all MMORPGs can build upon. This will save tremendously on development time. Thus, game developers can focus more of their attention on improving gameplay and graphics, rather than solving common problems related to distributed systems.
I think you're talking about what is now known as the SCE-RT. This is the patent.
Da Blog
I do or have done distributed, persistent middleware with tons of threads, caching, dynamic persistence, multiple-databases, multiple-languages and so on middleware for enterprises or those who wish to sell to them many times in the last couple of decades. It didn't occur to me that most of the same talents are essential to games and various virtual spaces.
:-)
Thanks!
Ok, now that I have your attention, would anybody think feasible to write a Python wrapper for NWN with NWNX??
That would make a real difference to many people who are currently enjoying RPG instead of counting the number of wizards ona guild..
If it's possible to write such a wrapper, guess I'm going to do it.
What you think the game developers are stupid?
Based upon the previous posts I would think that we are all mostly clueless with regard to what the technical problems that surround multi-player games really are.
But I wont let that stop me from ranting.
DOAC recently extended the laps time in order to account for satellite users. Please understand that these users typically have no lack of bandwidth, its the latency that kills them being some 600ms round trip time due to physics and stuff. Its hard to trump physics yes?
It only makes sense to level the playing field by making it turn based, just like every other MMPORG out there. After all, there is a really good reason they did it in the first place.
I am assuming that by turn based they mean that your have something akin to time slices within your area of infuence.
If it is not turn based (within time slices) then it becomes freely timing based. I got OC48... what you got? DRAW! BANG! I win.
Just kidding, I dont really have OC48....
I think you underestimate just how much I just dont care.
Seems like a perfect application for the Zope Object Database. It does all these things for you out of the box. And you get to write it all in lovely lovely python. aaaah.
Jini and JavaSpaces are being used in a variety of organizations to build large, distributed, reliable, scalable systems that integrate a wide variety of existing systems, including those written in languages other than Java. The technology seems a good match for this problem.
Patrick
Obviously they need DRM for level-5 mages.
I mean, it's a proven technology, right?
The client itself probably takes up only a small fraction of that requirement!
It seems a possible application for Erlang. From the FAQ (http://www.erlang.org/faq/t1.html): "Erlang is a general-purpose programming language and runtime environment. Erlang has built-in support for concurrency, distribution and fault tolerance. Erlang is used in several large telecommunication systems from Ericsson. The most popular implementation of Erlang is available as open source from the open source erlang site." Included in the libraries, there is also a soft real-time database called Mnesia (like JavaSpaces but extended with relational operations). There is some articles about using it in games here: http://www.erlang-projects.org/Public/projects/gam es/
I suggest you look at the history and publications relating to SIMNET, an old MMOG military simulation project from the 1980s DARPA funded. The classic paper is from 1993: "The SIMNET Virtual World Architecture", Calvin & Dicken, Proceedings of the IEEE Virtual Reality Annual International Symposium 1993, pp: 450-455.
Da Blog
http://games.slashdot.org/games/04/02/29/1642223.s html
i d=8424235 about Planetside. The one I liked the most was this one http://games.slashdot.org/comments.pl?sid=98732&ci d=8426037 about an early UO player's play-by-play of conquering some ambushers.
There are several people who added comments about how they had to do some very complicated interactions to overcome others - http://games.slashdot.org/comments.pl?sid=98732&c
So at some point the dexterity/skill-players can find a decent game or two... IIRC, a recent ad for MS's Mythica says it will have real-time combat.
No affiliation with any of the above, I just enjoyed the post and comments.
8-PP