Brian, thanks for the pointer.

I just googled HLR, and the idea I took away is that there is a master
record on a fixed server node (the HLR) with a redundant copy on a
topologically close server node (the VLR) which is updated periodically.

This kind of architecture does not look attractive for my problem, but I
may have missed some key point of HLR / VLR.

But player data changes frequently (several times per second), and I
want to avoid round trips between servers to save bandwidth and reduce
latency. I am looking for a solution that actually moves / migrates the
player actor to a different server node according to where in the game
the player's character has currently moved.

Something like sharding with the same entity moving from shard to shard
over time (and yes, I know that is not how sharding works ;-) )

- Arno


Am 10.12.2017 um 19:14 schrieb Brian Topping:
> I would check out the concept of the "Home Location Register" in the
> realm of cellular telephony. 
> 
> On Sunday, December 10, 2017 at 3:03:33 AM UTC-7, Arno Haase wrote:
> 
>     I am thinking about how to build a massively parallel online game on
>     top
>     of Akka cluster. The game is based on a huge two dimensional "world"
>     through which players can move.

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