Author Topic: TNET Server load balance?  (Read 2036 times)

chilly

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TNET Server load balance?
« on: May 27, 2013, 11:33:58 AM »
I am still wrapping my head around TNET functionality and features.

been reading all over but so far havent seen a concrete answers if this is even possible yet on tnet.

as we all know each physical server has its limits when i comes to max ccu it can handle in any given time without starting to break ie: lag, performance etc....

so far i understand tnet has a lobby server where i registers several server instances that can be in different hardware nodes, is his correct?

but my question is it possible to each hardware instance node to communicate between each others to handover a player across hardware nodes to load balance?

or in a game world the player is just capped at the hardware node the game world is on?
meaning the world will only handle as much ccu as the physical server can handle?

« Last Edit: May 27, 2013, 11:44:18 AM by chilly »

ArenMook

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Re: TNET Server load balance?
« Reply #1 on: May 27, 2013, 12:07:21 PM »
TNet gives you an option to have a lobby server where physical servers register themselves, but it's not a necessity. The actual game servers do not communicate with each other by default. You can make them communicate, but it would all be custom logic here, so it's up to you to add. Cloud servers (which is what you are talking about) is a vastly complicated topic, and is outside TNet's scope. Actual TNet servers are limited by the hardware for the number of CCUs.