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Author SHA1 Message Date
Nikita Vilunov b619ff5f00 doc 2024-05-07 21:09:01 +02:00
Nikita Vilunov e73889d48a doc 2024-05-07 00:32:38 +02:00
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@ -6,6 +6,8 @@ use serde::{Deserialize, Serialize};
use std::net::SocketAddr;
use std::sync::Arc;
mod broadcast;
type Addresses = Vec<SocketAddr>;
#[derive(Deserialize, Debug, Clone)]

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@ -0,0 +1,5 @@
/// Receives updates from other nodes and broadcasts them to local player actors.
struct Broadcasting {
}

31
docs/scalability.md Normal file
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## Step 1 players and dialogs centralized, rooms distributed
All players are located on the same node. The client traffic is terminated on the same node
Rooms and their history could be located on other nodes.
The membership data:
- If the room and the player are located on the same node, it is on the same node and updated atomically.
- If the room and the player are located on different nodes, the membership data is split into two parts:
- The player-specific membership contains all data necessary to validate commands on the player's node side.
It is located on the player's node.
- The room-specific membership contains all data needed to respond to queries such as "list users".
It is located on the room's node.
Dialogs and their history are located on the same node, as all players.
The allocation is specified statically in the configuration file.
## Step 2 players and dialogs distributed
Different players could be located on different nodes. The traffic is still terminated on the same node.
A client must connect to the node which hosts the player, otherwise the connection is terminated.
Dialogs are located on the first player's node. This depends on how the first player is decided,
which is implemented by sorting the players lexicographically.
The allocation is still specified statically in the configuration file.
## Step 3 dynamic allocation and consensus
## Step 4 all data replicated
## Step 5 chat history fragmented