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Deploying a server across multiple machines - Printable Version

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Deploying a server across multiple machines - ar5n1c - 11-21-2018

Hi guys, for my Masters research project I am attempting to offload the Xonotic server code between two machines i.e. part of the server code is deployed to the cloud and the rest locally. I am attempting to split the most latency demanding tasks within the server code so they are run on a local machine closer to a user than the cloud. I was wondering if anyone had attempted to offload code like this between two machines before or had any advice on what server components would be best offloaded or split from the main codebase to a local machine/server? Thanks.

RE: Deploying a server across multiple machines - martin-t - 11-21-2018

I don't think anybody has attempted to split the server yet. Normally when you run a local game, the client and server both run in the same process (and thread) which results in low FPS with bots. A simple way around it is to run the server in a separate process (which is how it works with dedicated servers) but to use it for local games (especially the campaign) seamlessly we'd need a way to share cvars between the processes (they're shared when running in one process). Alternatively I heard there's experimental support for running the server in a separate thread even in local games but very unstable. I don't know more about that,

If you wanna split only server code, then i'd suggest looking into separating bot code. Except aiming, their reactions are not really latency sensitive.