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. -- >>>>>>>>>> Read the docs: http://akka.io/docs/ >>>>>>>>>> Check the FAQ: >>>>>>>>>> http://doc.akka.io/docs/akka/current/additional/faq.html >>>>>>>>>> Search the archives: https://groups.google.com/group/akka-user --- You received this message because you are subscribed to the Google Groups "Akka User List" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/akka-user. For more options, visit https://groups.google.com/d/optout.
