Personally, I wouldn't organize your actors into "zones" since zones aren't 
really a concept that would exist in your game and like you pointed out, it 
can make scaling a bit tricky. The approach that I would take is to use 
clustering along with sharding to distribute your actors across however 
many machines you have at your disposal for the project. 

If you do end up using sharding, I'm not entirely sure if you would really 
need to have specialized supervision actors. From what I gather from 
previous comments, it seems that supervision would mainly be used as a way 
to quickly get to your child actors (ie. for player and villages) which 
seems unnecessary since this is something that you can already do quickly 
enough through ShardRegions/ShardCoordinator.

I agree with Guido's original comment in that you should probably use 
passivation to bring down actors that aren't used often if you want to save 
on resources. To do this, you will need to use Akka persistence (which you 
have to do anyways if you plan to use sharding since the ShardCoordinator 
needs it to recover from failure) in order to save the states of those 
actors so that they can get restored when they come back up (say if a user 
logs in again). Now for this, I would probably go for a distributed journal 
which will allow you to scale much better in the future even if your game 
does start out small. There are plenty of plugins that have been made by 
the community for various data stores so choosing one that is easy for you 
to work with shouldn't be too difficult.

You brought up another concern of how will downed actors for 
players/villages know of events that occur (ie. a village attack) while 
they are down. For this, you might consider using some sort of messaging 
queue (ie. Kafka) where these events get stored as they happen. Then when 
these actors do come back up, one of the first things that the actors would 
do after restoring their previous state from Akka persistence, would be to 
go into this message queue and retrieve the latest events in sequential 
order and apply them to their current state (kind of like what Akka 
persistence does during the recovery process except that this time you're 
sort of programming it yourself). For this you could probably organize it 
in such a way where every village/player has it's own partition based on 
its id. The reason why I would go with Kafka is because it scales much 
better than RabbitMQ and it persists things to disk. This approach would 
probably work best for your player actors although I'm sure you can make 
something of it for your village actors as well. I haven't thought this 
part through but I'll leave it up to you to figure out the details :)

On Thursday, June 18, 2015 at 12:57:30 AM UTC-7, Amir Karimi wrote:
>
>  Hi,
>
> I'm working on a simple MMO game as a side project which is like Travian 
> <https://en.wikipedia.org/wiki/Travian>. I've decided to use Akka as the 
> game back-end, so I would like to share my design with you. Your 
> suggestions and feedbacks are very appreciated.
>
> Each of the following entities are modeled as an actor:
> - Player
> - Village
> - Building of a village
> - etc.
>
> Villages have some resources which are constantly decreasing or increasing 
> based on multiple factors like buildings level, village population, etc. 
> (Clearly, I'm not going to change the resource values periodically but I 
> save the last resource value, its time and the coefficient of increase or 
> decrease.)
>
> Each player may have multiple villages. As villages can be conquered by 
> other players, each village has an state for it's owner player (e.g. 
> playerId or playerActorRef) and also a player has a list of his/her own 
> villages (village actors or IDs).
>
> Each village may contains multiple buildings. As buildings won't be moved 
> and owned by other villages, they will be created as village actor 
> children. So the buildings will communicate with their village through 
> `context.parent`.
>
> For persisting the game world state I'm going to use Akka persistence 
> module.
>
> This is the fundamental of my design although I have several concerns:
>
>    - I'm not sure if players profile information should be stored into 
>    the database or into the player actors (as states). 
>    - According to 80/20 rule, I except 80% of the players to be much less 
>    active than the others but their corresponding actors are still resident 
> in 
>    the memory even if they have no activity at all. What are the best 
>    practices to reduce the RAM usage for those? 
>    - How can I show the statics and other information in the admin panel? 
>    For example I want to be able to search among players and get their 
>    information. I know I can use actorSelection with wildcard but what about 
>    data pagination? I'm not going to load all players information.
>     
> First of all please let me know if this is a good idea to use actors for 
> such project. I'm not sure if this approach will make things more complex 
> or simpler.
>
> Thanks a lot,
> Amir
>  

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