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@ -6,8 +6,6 @@ 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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@ -1,5 +0,0 @@
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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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@ -1,31 +0,0 @@
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## Step 1 – players and dialogs centralized, rooms distributed
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All players are located on the same node. The client traffic is terminated on the same node
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Rooms and their history could be located on other nodes.
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The membership data:
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- If the room and the player are located on the same node, it is on the same node and updated atomically.
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- If the room and the player are located on different nodes, the membership data is split into two parts:
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- The player-specific membership contains all data necessary to validate commands on the player's node side.
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It is located on the player's node.
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- The room-specific membership contains all data needed to respond to queries such as "list users".
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It is located on the room's node.
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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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## 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 4 – all data replicated
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## Step 5 – chat history fragmented
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