This is a backend middleware to achieve MMOGs architectural and modular programming. MMOG stands for the massively multiplayer online game where a lot of players log in and play concurrently at the same time. In this case, I aim to design a common system and generic functions that often exist in online games. I abstract them as middleware for future maintenance and new specific game design.
The MMOG's servers might include GameServer
, WorldServer
, AuthServer
, MessageServer
, LoginServer
, DatabaseServer
, CommonDatabaseServer
, ProxyServer
and LogServer
. Thereof, GameServer
is attached by WorldServer
, DatabaseServer
, ProxyServer
, etc. And could have many depending on the scale of the player base. There is a DBMS
attached to DatabaseServer
and CommonDatabaseServer
.
The overall typical MMOG server architecture design is as follows. This uses both the space division method and the parallel world method. The space division method means to divide the whole world map into small regions, and each cluster/process(GameServer) serves each region. The parallel world method establishes a new entire world in which the database system and game server are separate from another world.
Credit: This content takes reference to 《オンラインゲームを支える技術 -- 壮大なプレイ空間の舞台裏》 by Kengo Nakajima.
In this architecture, the line indicates the communication between one server to another which carry different role and functions. This communication could be either unary or bidirectional. I seek remote procedural call framework - gRPC as one of the important technical stacks. Due to its efficiency, we can design a low latency and stateful massively multiplayer online game server system.
- Godot Engine's HTTPS + websocket is supported for client-side in this case for server-client communication.
- Unreal Engine's SSL + FSocket is supported for server-client communication.
- Unity WebSocketSharp connection is supported.