Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

does it work on websocket? #1

Open
jjhesk opened this issue Feb 18, 2019 · 11 comments
Open

does it work on websocket? #1

jjhesk opened this issue Feb 18, 2019 · 11 comments

Comments

@jjhesk
Copy link

jjhesk commented Feb 18, 2019

does it work on production?

@sniperHW
Copy link
Owner

i was used kendynet in my mmorpg project.
but not used websocket yet.

@jjhesk
Copy link
Author

jjhesk commented Feb 19, 2019

any testing with the websocket module yet? thx

@sniperHW
Copy link
Owner

go run example/benchmark_ws_pingpong.go server localhost:8010

and then use web browser to open/example/index.html

@jjhesk
Copy link
Author

jjhesk commented Mar 1, 2019

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!

@sniperHW
Copy link
Owner

sniperHW commented Mar 1, 2019

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.

@sniperHW
Copy link
Owner

sniperHW commented Mar 1, 2019

did you mean time.Ticker?

@jjhesk
Copy link
Author

jjhesk commented Mar 1, 2019

@sniperHW yes man,

@jjhesk
Copy link
Author

jjhesk commented Mar 1, 2019

how do you qualify that 1000 clients? are they hosted in no latency machine or heavy latency machines.. any indicators you have built?

@sniperHW
Copy link
Owner

sniperHW commented Mar 3, 2019

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%.

@jjhesk
Copy link
Author

jjhesk commented Mar 8, 2019

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?

@sniperHW
Copy link
Owner

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.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants