Proposed: Replicate sync 100’000 entities using a solution (Revision 1)
- Status: proposed
- Deciders: V-Sekai,fire,
- Tags: V-Sekai,sync,view replication,
Context and Problem Statement
Develop a performant and robust (correctly and with liveness) network entity sync in V-Sekai.
A client is one Godot Engine connection, it can view and change entities.
There are 100’000 networked entities in a city and we go from position a to position b in a loop in a mover with one or more attached cabins.
Describe the proposed option and how it helps to overcome the problem or limitation
This document is a general problem statement.
Positive Consequences
- Large sims!
Negative Consequences
Option graveyard:
- Option: Current V-Sekai replication
- Rejection Reason: Can’t link servers
If this enhancement will not be used often, can it be worked around with a few lines of script?
Entity replication is not trivial.
Is there a reason why this should be core and done by us?
We’re doing the networking layer.
References
- 20221019-develop-a-replication-sync-for-100-000-entities.md
- 20221016-v-sekai-view-replication.md
- 20221014-networking-overhaul-proposal.md
- EfficientMethods_for_Improving_Scalability_and_Playability_of_Massively_Multiplayer_Online_Game_MMOG.pdf
Questions
How many clients can be in this simulation?
The state database should be smaller to avoid replication traffic on non-liveliness.
Math
The calculation of who to pair and to find nearby or relevant players is a N^2 loop. Use better algorithms to lower O (N^2) into O (N log N).
The proposed solution can be solved in O (N log N).
Derivative License
Copyright (c) 2022 V-Sekai contributors.
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