More on MMO Architecture:
- MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve them
- MMO Architecture: client connections, sockets, threads and connection-oriented servers
- MMO Architecture: Area-Based Sharding, Shared State, and the Art of Herding Digital Cats
I'm writing this article within the last 2 hours of 2024, so I guess I'm forced to say Merry Christmas ❤ Thank you for your time, I hope you enjoy it and learn something new.
In modern MMO (Massively Multiplayer Online) games, server performance is as crucial as any other part of the game’s architecture. You want your servers to handle thousands of player connections seamlessly, process real-time game logic, and keep latency as low as possible.
A common technique in building such systems (and any other high performance socket-based software tbh, you already know my obsession with MMOs…) is to separate the networking thread from the main game logic thread(s) so the application doesn’t stall on big net transfers. This separation goes a long way to improving performance, maintainability, and scalability, especially in high-concurrency environments.
In this article, we will explore the reasons behind this design decision, discuss race conditions and how they can occur in multi-threaded code, and see why lockless queues are often a great choice for handling messages between threads in.
Finally, we will present a working C++ implementation of a lockless SPMCQueue (Single Producer, Multiple Consumer Queue) and discuss the key concepts behind it. This queue allows a single producing thread to push data into the queue while multiple consumer threads can pop data concurrently.
Continue reading “MMO Architecture: Optimizing Server Performance with Lockless Queues”