------------------- SERVER ARCHITECTURE ------------------- 1. INTRODUCTION 2. RO REVIEW 3. EATHENA MODEL 4. TMW SERVER 5. TCP - UDP 6. SECURITY 7. DATABASE 8. REGISTRATION 1. INTRODUCTION One of the most important thing in a online game is the architecture of the server system, which reflects in performances (lag and denial of service), scalability, fault tolerance. In this article we will examine the pre-existing model and we will evaluate a way to improve it and to add custom features. 2. RO REVIEW Let's start by taking as reference the current server system used to play Ragnarok Online on the euRO server. (www.euro-ro.com) RO works by using 4 kinds of server: - Login Server (L): takes care of verifying accounts with username-password system, allows also encrypted login. - Char Server (C): saves every player status (stats, items, equipment, skills and so on. - Map Server (M): the real game server, work as interconnection between clients, manage chat, monster AI, damage calculations and everything you can see in game. - Inter Server (I): probably manages the messages between the other type of servers. In euRO there are 1 login server, 1 char server, 1 inter server and 14 map servers. 3. EATHENA MODEL The eAthena system mirrors the way used by official RO servers. eAthena implements 3 servers: login, char and map. It is allowed to have more than one map server at a time. Every server communicates with all the others. 4. TMW SERVER The basic idea of TMW server architecture mainly is the same as the one used by eAthena. Since the login and char server don't have heavy traffic they could be melt togheter. C M \ / C - L - M / \ C M The login server manages new connections and stores all the informations about the player. The map server is pretty the same as the eAthena one. The login server manages also connections to a new map server when changing map. 5. TCP - UDP RO is TCP based, mainly because you use the mouse to move the player. When you want to reach a point on the map, you click on it and the client send a packet to the server with destination coordinates. The server replies with an agreement if there's a path to that way. Using this way you don't need high speed nor a lot of packets, so TCP it's pretty enough. With our custom server we want to achieve pixel movements, by that we mean that the player is not always positioned in the center of the tile, but will have fine coordinates. Asking the server if every destination coordinates is walkable means a lot of traffic from and to the server and probably will result in lag. Using UDP will probably help avoiding this problem. An idea could be using the system used for racing games where speed is fundamental. When you press a key to move, the client sends a packet with starting coordinates, direction and client time. When you release the key (or change direction) the client sends another packet with current coordinates and client time. According to the player speed the server check if the coordinates are right, if not reply with a packet with the correct position. 6. SECURITY Solutions to keep the server working and avoid unfair players. - DoS attack: * Account activation. * Limit number of accounts to 1 per email address. - Cheating/Botting: * First of all just keep every calculation done by the server. 7. DATABASE Player data should be stored using databases, probably MySQL. This way player infos could be easily accessed trough web. 8. REGISTRATION Still to decide if we want to use a dialog (client registration) or to use a web based interface (web registration).