------------------- SERVER ARCHITECTURE ------------------- 1. INTRODUCTION 2. RO REVIEW 3. EATHENA MODEL 4. MANA SERVER 5. TCP - UDP 6. SECURITY 7. DATABASE 8. REGISTRATION 9. SERVER CONTROL 10. OPERATING SYSTEM 11. ADVANCED DATA TRANSMISSION 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.net) 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. MANA SERVER The basic idea of Mana 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. Having only one server (L) to manage all the connections between clients and map servers is a bad point: if the login server crashes players won't be able to play anymore. In fact new connecting players won't be able to connect to login server, while map server will disconnect every player, since they can't save their infos. Some solutions are: - Implementing a distributed login server which can manage crashes and redirect new connections to another login server. This way means a more complex implementation and probably the need to other computers since we want the login servers to be independent from each other crashes at all. (Remember this is a free project so we should limit the number of computers to act as servers) - RALS (Redundant Array of Login Servers): we can have two login servers, only one of them is active at a time and they share the same database where to store infos about players. If one of the map servers loose the connection with the login server enables the other, while the crashed one restarts. Even if it restarted is it now considered disabled. The new active login server will send messages to every map server to inform them. Every time a client connects check both of the login server and connect to the active one. The bad points of this system are that will imply a lot of data consistency checks: map servers should resend last data since it was lost when the login server crashed, the new login server should check if some of the data was already stored before the crash, what if both of them crash? - Waiting it's the only solution! Let's design the login server as much simple and stable as possible and create a smart restarting system. This way we will have less frequent crashes and a very low restarting time. Obviously this is the easiest and less expensive solution. - Make the server completely distributed and replicating data to all of them. This is the way Hammerbear would like to try. C ----- S / | \ C = client C ---/ S | S = server (login, char, map, database) | / C ----- S 5. Network protocol: TCP 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 is 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, but having a reliable protocol such as TCP will make things easier and more stable. We just need to design an efficient prediction system (probably also a linear one will suffice). An idea could be using the system I used for a racing game where speed was 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 and the difference of client times the server check if the coordinates sent by the client are right, if not reply with a packet with the correct position. The server also check if the time interval sent by the client is right: if not it means that the values have been hacked or the lag corrupted them. We can set a tolerance value: if the time interval exceeds the tolerance then the whole movement is discarded and the server send a packet to tell the client to place the player at starting coords. 6. SECURITY To certificate authenticity of the player we can use a system based on digital signature and hash (encrypted login). Better security can be provided by encrypting payload of packets using RSA algorytm. When logging in the client generates both its public and private key and will send the public one to the server. The server acts the same: when it starts it creates both the key and replies to login with its public key. Using encryption will reduce client/server performances because this will need a lot more calculations. Furthermore if using digital signature will introduce a lot of overhead. So there's still the need to discuss if we need to use encryption not only in the login part. 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. Also we need the possibility to warn/kick/ban players/accounts/ip addresses. 7. DATABASE Player data should be stored using databases, probably MySQL. This way player infos could be easily accessed trough web and used to show stats or required infos on the website/forum. 8. REGISTRATION Still to decide if we want to use a dialog (client registration) or to use a web based interface (web registration). Registration should ask for less details as possible. This way it will be less annoying. Required infos will be: - username - password - email (to limit account number and to be used to activate account) More infos could be added later for security problem (such as activation codes and so on). In RO you also have to choose the sex of your player. It will be better to let the user choose the sex when creating the player: this way he can delete is male player and create a female one. 9. SERVER CONTROL The server can be controlled in two ways: - In game control: server admins or GMs sending particular commands or a trough a GUI (the way it is used in Ultima Online). - A graphical interface which connects to the server trough an open port. The prefferred way is the first one. 10. OPERATING SYSTEM We have two choices about this: the former is to follow as for the client the cross-compatibility philosophy. This means that the server will compile on every windows, unix, macos based system. The latter is to choose the best performance system (probably linux) and implement a unique os server. Just remember that the current game server run on linux. 11. ADVANCED DATA TRANSMISSION Other ways to reduce bandwidth can be considered such as: - Using bitstreams instead of bytestreams: this way if you need to send a boolean values only 1 bit will be required instead of 1 byte (compression 8:1), item types (4 different types) can be represented sending 2 bits instead of 1 byte (compression 8:2), player coordinates can be represented using 20 bits instead of 4 bytes (compression 24:20) - Compressing data following packet id could help reducing bandwidth usage as well. RLE compression or more advanced statistical techniques can be used. Compression can be disabled in very slow systems (If using compression is declared to the server when the client connects to map server.