英语翻译The only state it maintains in-memory has to do with who is connected and which parts of the world they are viewing.The processing of game logic takes place transactionally,either instantly on-demand,such as when a user builds a building,
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英语翻译The only state it maintains in-memory has to do with who is connected and which parts of the world they are viewing.The processing of game logic takes place transactionally,either instantly on-demand,such as when a user builds a building,
英语翻译
The only state it maintains in-memory has to do with who is connected and which parts of the world they are viewing.The processing of game logic takes place transactionally,either instantly on-demand,such as when a user builds a building,or in discrete frames (time-slices),such as ship battles and the working of the island economy.In both cases,the relevant state is read in from the database,processed in memory,and then written back in an atomic transaction.In the case of the battle simulator,which must handle a large and continuous world which may not fit in memory,the world is broken into inter-dependant chunks which are processed independently.Although the current server only supports one instance,and although we will most likely introduce more in-memory caching in the future for performance reasons,the stateless architecture makes the clustering of servers on a single world a relatively straightforward addition.
英语翻译The only state it maintains in-memory has to do with who is connected and which parts of the world they are viewing.The processing of game logic takes place transactionally,either instantly on-demand,such as when a user builds a building,
唯一的状态保持在内存中需要做的是与谁相连,哪个世界里,他们正在查看的部分.该游戏逻辑处理事务上发生,无论是即刻上,例如当一个用户建立了一个建筑,或在(时间片),如船舶的离散架战斗和对该岛经济工作的需求.在这两种情况下,有关国家是从数据库中读取,处理,存储,然后写在一个原子事务回来.在战斗模拟器的情况下,必须处理大量和持续的世界,可能不适合在内存中,世界分成相互独立处理相关的块.虽然目前服务器只支持一个实例,虽然我们将最有可能引入的性能原因未来更多的内存缓存,无状态架构使一个单一的世界另外一个相对简单的服务器群集.