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/u/pfz4
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Hey,
I'm currently working part time on a proof of concept to use multiple Servers to host one world.
My Idea was to create a wilderness server as a base server and use overlapping servers that host one small part of the map for developed areas of the map(e.g. cities). This would allow multiple cities to be on one map without influencing the others performance, security, plugins, permissions or backups.
The overlaying servers and the wildlife server have a section of x Chunks away from the border, where Blockchanges and Entity Movements are synced to the other Server. Entities can freely wonder from one Server to the other. As soon as the Entity crosses the border, it gets destroyed on the source server and recreated on the target server. The players on the source server see a mirrored version of the entity on the target server. There are currently no player dummies. This allows for a more seamless transition and doesn't influence the survival building process that much.
The Inventory and all Player Attributes are of course synced between the servers.
The plan is to auto detect a creation of a city and then automatically create a new server with the existing world on Kubernetes, move all Players in that Region to that Server to have a somewhat loadbalanced single player experience.
Currently the end and nether world are just on one server and don't use this system.
What do you think of this concept?
I'm not sure how efficient that setup is, but I will try it out.
submitted by /u/pfz4
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Continue reading...
I'm currently working part time on a proof of concept to use multiple Servers to host one world.
My Idea was to create a wilderness server as a base server and use overlapping servers that host one small part of the map for developed areas of the map(e.g. cities). This would allow multiple cities to be on one map without influencing the others performance, security, plugins, permissions or backups.
The overlaying servers and the wildlife server have a section of x Chunks away from the border, where Blockchanges and Entity Movements are synced to the other Server. Entities can freely wonder from one Server to the other. As soon as the Entity crosses the border, it gets destroyed on the source server and recreated on the target server. The players on the source server see a mirrored version of the entity on the target server. There are currently no player dummies. This allows for a more seamless transition and doesn't influence the survival building process that much.
The Inventory and all Player Attributes are of course synced between the servers.
The plan is to auto detect a creation of a city and then automatically create a new server with the existing world on Kubernetes, move all Players in that Region to that Server to have a somewhat loadbalanced single player experience.
Currently the end and nether world are just on one server and don't use this system.
What do you think of this concept?
I'm not sure how efficient that setup is, but I will try it out.
submitted by /u/pfz4
[link] [comments]
Continue reading...