An Inside Look At Warhammer Online's Server Setup 71
An article at Gamasutra provides some details on the hardware Mythic uses to power Warhammer Online, courtesy of Chief Technical Officer Matt Shaw and Online Technical Director Andrew Mann. Quoting:
"At any given time, approximately 2,000 servers are in operation, supporting the gameplay in WAR. Matt Shaw commented, 'What we call a server to the user, that main server is actually a cluster of a number of machines. Our Server Farm in Virginia, for example,' Mann said, 'has about 60 Dell Blade chassis running Warhammer Online — each hosting up to 16 servers. All in all, we have about 700 servers in operation at this location.' ... 'We use blade architecture heavily for Warhammer Online,' Mann noted. 'Almost every server that we deploy is a blade system. We don't use virtualization; our software is somewhat virtualized itself. We've always had the technology to run our game world across several pieces of hardware. It's application-layer clustering at a process level. Virtualization wouldn't gain us much because we already run very close to peak CPU usage on these systems.' ... The normalized server configuration — in use across all of the Mythic-managed facilities — features dual Quad-Core Intel Xeon processors running at 3 GHz with 8 GB of RAM."
70 * 16 ? Are they kidding me? (Score:2, Insightful)
They have like eight servers (worlds) up, tops. They closed all the other ones down. There's no way they have 1120 servers running.
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I just checked. Server status page shows 7 servers, down from the 15 that remained in the middle of March 2009 after they shut down 63 servers.
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Irrelevant (Score:2)
You don't need a shitload of *physical* servers when you have no gameplay servers.
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Sure you do, if you're using archaic server software from the days where DAoC was born.
At least gamasutra labels their paid placements (Score:5, Informative)
New features enhance the overall gaming experience, such as Intel Turbo Boost Technology (to maximize speed for demanding applications), Intel Hyper-Threading Technology (for advanced multi-tasking and support for up to eight threads), and Intel Smart Cache (to provide a higher performing, more efficient cache subsystem). Experience Warhammer Online in its best light with the processor that has become the gold standard in the gaming world, the Intel Core i7 processor Extreme Edition.
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From the beginning of the article:
[In this Intel-sponsored feature, part of the Visual Computing section, the technical experts behind Mythic and EA's Warhammer Online discuss the mechanics of keeping the MMO running across multiple servers and data centers.]
So yeah - if you start picking up on the glossy brochure language... it's because it is, in fact, marketingspeek. But burried in all the "gosh golly isn't this product swell" blather is some interesting little tidbits about the environment; wheat from chaff.
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You and me both.
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I though it was just my cynicism kicking in at first. Glad someone else noticed that this whole thing reads like a big advertisement for Intel... It is.
Article summary (Score:3, Insightful)
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I love my i7 to death, but wouldn't AMD's new 6-core CPU be better since it uses overall less power to do the same amount of work, even if it takes a bit longer to complete the work.
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Mac users would have to be nerds for that statement to qualify.
Re:WTF is Warhammer Online? (Score:5, Insightful)
So... douche-rage?
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Blizz released some nifty info back in Sep 09
WoW:
20,000 computer systems
13,250 server blades
75,000 CPU cores
1.3 petabytes of storage
4,600 staffers
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About WAR Mac Version
WAR for the Mac is made possible using the Cider Portability Engine from TransGaming that acts as a "wrapper" around the game software, enabling it to run seamlessly on Intel-based Macs. TransGaming's Cider technology allows Mythic Entertainment to rapidly enable and deploy WAR for the Mac, providing a new high quality gaming experience to the ever-growing Mac gaming community.
So no, that's not a Mac client. That's a pile of emulated Windows shit.
Using Cider to "port" a game to the Ma
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I might just be stupid - but if its emulating windows to run the game, why is that a problem?
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I'd hate to break it to you, but...
Cider -> Cedega -> WineX -> Wine -> Is Not an Emulator.
You know, the not an emulator that ran Counter Strike faster on Linux than Windows?
It's funny how open source technologies are propped up in one context, then slammed under a different one because of obvious bias.
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Because emulation usually sucks for 3d games. The game barely runs on my Intel iMac under WinXP. I'm just going to guess it won't run at a playable rate under any emulator.
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I'd hate to break it to you, but...
Cider -> Cedega -> WineX -> Wine -> Is Not an Emulator.
You know, the not an emulator that ran Counter Strike faster on Linux than Windows?
'Playing Windows games with WineX' has been beaten to death years ago, lets not resurrect it under a different name.
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WINE/WineX/Cedega/Cider/etc. are not emulators. They are implementations of the Windows API on Linux and MacOS, and have the potential to be at least as fast as Windows.
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They do? Damnit, I've been running it with Boot Camp for no reason!?
Virtualization (Score:5, Insightful)
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Sometimes virtualization makes sense for an app where you don't really know exactly what the usage requirements are going to be. You know at first, your app not going to need a full machine to run. So you wrap it in a VM, and throw it onto a shared server. But you think, in the future, you're going to need to scale up to bigger and better hardware. But you're not sure.
If the app is already contained in a VM, it's trivial to just move it from Server A to a Bigger Server B if you need more power. The pro
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It is also great when you have an old server that has been running for a long time on piece of crap hardware that is about to die. You can just do P2V and not worry about trying to transfer data over, especially those ones that have been in production for years and reinstalling software is not feasible.
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What it really does is s
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I was thinking the same.
Basically, enabling legacy applications to survive by giving them a slice of a real machine and running them that way is a great crutch. But not more. It would be more efficient to revamp the system and bring it up to contemporary code, but often that's not possible. I blame closed source and companies that wrote it going out of business, but that's me... I could ramble about shortsighted management decisions and putting the life of a company on the line and dependent on the existanc
Re:Virtualization (Score:5, Insightful)
Basically, enabling legacy applications to survive by giving them a slice of a real machine and running them that way is a great crutch. But not more. It would be more efficient to revamp the system and bring it up to contemporary code, but often that's not possible. I blame closed source and companies that wrote it going out of business, but that's me... I could ramble about shortsighted management decisions and putting the life of a company on the line and dependent on the existance of another company, but ... I won't.
The open/closed status of the program code has got nothing to do with it. We use virtualization with plenty of code where we have the source (either open source or written in-house) because that lets us greatly improve the utilization of hardware. Why take up a whole rack of servers to do what one modern blade can cope with? (Most servers aren't CPU-bound.) What's more, it can do this without you having to figure out how to get all those silly deployments to work together nicely.
The other good thing about virtualization is that it lets many people have control over their own machines without needing lots of "servers" under desks. That means you can do things like ensuring that everything that the business really depends on has UPS power and sane networking. (I know. Critical stuff shouldn't be put under someone's desk. Virtualization makes it easier to bring reality closer to that ideal.)
Virtualization isn't perfect at all, but it does cure a bunch of problems that crop up in reality and at far less cost than "doing it properly". (For one thing, it's not cheap to build a new datacenter. Even fitting out a new server room isn't something that you want to have to spend on every day.)
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The next question might be, why does each instance of your in-house code need a private OS to function? At least, that's what I wonder each day at my own workplace. Virtualizing UNIX systems doesn't make a whole lot of sense to me. Containers make a little more sense, but why is it so hard to run multiple applications on one UNIX system now?
Re:Virtualization (Score:5, Informative)
Virtualization gives some advantages:
1: You can move the VM between physical hardware with little trouble. Power off VM, robocopy the files, power it on. For older Windows operating systems that required a reinstall if the underlying HAL changed, this is a large lifesaver.
2: Fast backups with the snapshot functionality.
3: Cloning -- need more instances, grab more hardware, fire up Hyper-V or ESXi, slap the VM on and go to town.
4: Clustering -- several physical machines can host one VM through a SAN and if one box fails, the failover can pick up where the main machine left off on the machine (not the app) level. This means you don't need to worry about how apps will deal with jumping MACs or hardware changes unexpectedly.
5: Security. If a VM got infected, it can be powered off and rolled back to a safe snapshot, and also a snapshot taken of its dirty state for forensics.
6: Ability to run on future hardware. Say everyone ditches x86 and amd64 and decides to go to IBM's POWER architecture and emulate legacy stuff. The stuff in the VM won't care that is is actually isn't running on a different CPU.
Of course, virtualization's disadvantage is performance losses due to the added overhead of more context switching.
For a MMO, virtualization isn't really needed except at the database core. If a zone server [1] goes down, there will be people nerd raging on the forums, but in reality if someone gets to it in 24 hours or so, people won't be pulling their subscriptions. The only real thing that would cause people to bail is a large player database rollback, so days to weeks of playing are lost. However if you have a good database cluster, this isn't going to happen.
Virtualization is just one of many IT tools. Sometimes it is an excellent thing to have. Other times, there isn't any real need to have it, especially for CPU intensive stuff on a server that can be cloned or easily reimaged with the apps on it.
[1]: I'm assuming zone servers handle the combat mechanics, only sending updates to the core player database when a player loots an item, dies, logs out, disconnects, or at a periodic interval if nothing else changes.
Re:Virtualization (Score:5, Insightful)
This is not true. Hardware virtualization is not emulation, which is what you're talking about here. Processes in the VM are run directly on the host processor, they're just managed by the hypervisor. There's no emulation layer, since that would make performance pretty atrocious. So, the stuff in the VM absolutely will care about what processor you've moved to, especially if you've suddenly changed instruction sets. Binaries compiled for x86 won't magically run on PowerPC just because it's running on a VM.
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Even going from AMD to Intel procs on a VM server can cause issues
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And I don't know who told you your guests could run on another type of hardware but they lied to you. There's no emulation happening. If the OS is designed to run on x86 hardware it won't magically run on another architecture.
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I guess I would use World of Warcraft as as example. They have their own custom DB engine that keeps track of just about everything. Blizz use to have a link that let you look up some interesting info like
What mob was the most killed
what items dropped from which mobs
average gold per mob
average damage done per mob
fastest time a mob died
zone with the most average players
how long the average player was in the zone..
I could go select to filter by level 50 players, then find out their most played class, what lev
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No shit, I wish more people would see that the added complexities of virtualization sometimes outweigh the advantages, especially in resource-intensive apps that have never been tested in virtualization.
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say you have a few dozen apps relying on 5 different versions of Oracle BEA weblogic. you can't upgrade every WL box to the latest version since it will break another app on there and you can't upgrade every app since it take months of dev time. so you scale out and have one or a few WL instances on each OS instance. in this case you virtualize it because it reduces server sprawl and it's a stealth way of upgrading the hardware to something an ancient OS like Windows 2000 cant support. HP doesn't support Wi
Dell ad? (Score:3, Insightful)
Re:Dell ad? (Score:4, Insightful)
This game failed in big part because of their extremely poor server performance. Who cares how they did it?
Well, both poor server performance (Fortress battles were completely unplayable when I quit) plus they opened WAY too many servers at the start. If they'd started with 1/3 as many servers the game would probably be in far better shape today. The server transfers that they opened up as a last-ditch effort prior to merging servers was the straw that broke the camel's back for me, destroying my server's population.
WTB a fantasy (okay, I'll say it...WoW-like) MMO modeled after EVE's economy, industry, PVP, territory control, etc.
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You enjoy squaring circles?
You want an MMO that is approachable and very easy to play, where learning a pattern of repeated keystrokes ensures success that runs along the creed of "insert time, get reward", where items and their stats are the be-all, end-all defining element when it comes to the strength of your character without too much dependency on your playing skill (i.e. a WoW-like game) with a complex player driven economy, where almost all equipment is entirely player created, with a complex resourc
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1.) Invent time sink
2.) Make people pay for wasting their time on something that wont matter
3.)???
4.) Profit.
No wonder most games are boring to me now.
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Does what you do in *any* game really matter? All games are time sinks, they are a way to waste/enjoy free time.
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Prior art! Pretty much any hobby that's not free or getting you ahead in your job.
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For example the leadership players could decide to reduce fighter plan construction in favor of having more tanks available. When a player logged in they might find that all the plans were already in use so they would ha
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Umm... to avoid repeating it?
Nothing is too bad to serve as an example how NOT to do it.
Holiday slashvertising or simply a slow news. (Score:1)
The increased proportion of slashvertising is a direct result of the holidays? Or the holidays are slow news days and that only leaves the omnipresent advertising.
i.e.: In a hypothetical fast news holiday...day, would we have a quick and constant flow of mostly ad news? Or just the normal proportion.
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What cracks me up is people who say that, especially the IT dude thing, then when asked what they would do differently, it seems they get the deer in the headlights thing going.
If one wants to know what running a MMO is like on a small scale, some Neverwinter Nights and NWN2 persistant worlds used a core database (MySQL + NWNX) and zone servers so they could deploy an immense world spanning a sizable number of PCs. It gets pretty scary how much CPU a zone server which just handles the mechanics of gameplay
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You should have read the article. It was worse...
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I think there are a lot of players who really believe that the companies just go out and buy a single computer (probably a tower) for each game server.
Thats exactly what Codemasters did to Operation Flashpoint :D
Nominate Gamasutra for fading brand (Score:2)
Gamasutra can be added to that list of tech brands that have failed. Once upon a time, Gamasutra had technical articles with technical content. It's becoming increasingly difficult to find real information anymore. Programmers used to write detailed treatises on techniques they've used. Now the money managers tie everything up in NDAs and the state of the art has failed to advance for a decade.
By squinting hard and using a calculator, it's possible to decide that a "server" in Warhammer is actually 3 c
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To further your point it's probably worth looking at the article on DAoC, Mythic's older MMO from back in 2002 in relation.
http://www.gamasutra.com/view/feature/3009/postmortem_mythic_entertainments_.php [gamasutra.com]
Why does summary link to 2nd page of article? (Score:1)