Open jjhesk opened 5 years ago
i was used kendynet in my mmorpg project. but not used websocket yet.
any testing with the websocket module yet? thx
go run example/benchmark_ws_pingpong.go server localhost:8010
and then use web browser to open/example/index.html
have you tested how many connections in one server given a ubuntu and 8 cores? did you reconstruct the timer? does it fix the error from the ticker where it does not play at once? appreciated!
i had tested for my mmorpg server in the scenario below: 1000 clients connected to a gate server,every client send a move request per second. when the gate receive a request,it pass through to a scene server. scene server brocast the move request to other all clients.
did you mean time.Ticker?
@sniperHW yes man,
how do you qualify that 1000 clients? are they hosted in no latency machine or heavy latency machines.. any indicators you have built?
it was a stress test on scene server. The main purpose is to estimate how many players a scene can carry. we deployed scene server,gate server,login server,and a redis on a ubuntu server(8 core,16G) which located in tencent cloud. and run four test clients on two mac machine,Simulate 250 players per client。
the opration flow for each player is :
login
enter scene
random move per second(with timesamp)
The players are divided into 10 groups, and the players in each group are visible to each other.
Therefore, each move request needs to be broadcast to 100 players.
the p99 move latency is under 100ms.
the cup useage of scene and gate is about 20% and 10%.
looks like a stable version. how do you prevent login attacks from the hackers. does having a dedicated server for login and authentication will work?
For the game, the account verification is provided by the Game operator, and the login service only performs secondary verification on this, and notifies the client of an available gate service for direct connection.
does it work on production?