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@ -6,6 +6,8 @@ use serde::{Deserialize, Serialize};
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use std::net::SocketAddr;
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use std::net::SocketAddr;
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use std::sync::Arc;
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use std::sync::Arc;
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mod broadcast;
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type Addresses = Vec<SocketAddr>;
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type Addresses = Vec<SocketAddr>;
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#[derive(Deserialize, Debug, Clone)]
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#[derive(Deserialize, Debug, Clone)]
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@ -0,0 +1,5 @@
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/// Receives updates from other nodes and broadcasts them to local player actors.
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struct Broadcasting {
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}
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@ -16,6 +16,13 @@ Dialogs and their history are located on the same node, as all players.
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The allocation is specified statically in the configuration file.
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The allocation is specified statically in the configuration file.
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## Step 2 – players and dialogs distributed
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## Step 2 – players and dialogs distributed
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Different players could be located on different nodes. The traffic is still terminated on the same node.
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A client must connect to the node which hosts the player, otherwise the connection is terminated.
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Dialogs are located on the first player's node. This depends on how the first player is decided,
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which is implemented by sorting the players lexicographically.
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The allocation is still specified statically in the configuration file.
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## Step 3 – dynamic allocation and consensus
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## Step 3 – dynamic allocation and consensus
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