Hi,
Are you looking at this incorrectly? Should you be looking into 'handing
off' players between game servers not locking a user to a specific server
and expecting game servers to maintain state. Your solution will create an
immense amount of traffic between servers and eventually you will flood
your environment with unnecessary network traffic.

If you have different servers for different zones, should a zone become too
popular then you can add another zone server and use some intelligence when
choosing which server the user should go to.

I would split the social aspects (messages/mail/trade) of the game onto
another separate server. This allows a global community to interact. Having
a message arrive within 20 seconds is not an issue.

Adam


On Thu, Jul 5, 2012 at 9:29 AM, Dan Milon <[email protected]> wrote:

> Your requirement to be able and spin up more servers of the same "game"
> requires a lot of sharing between each of these servers, because they need
> (eventually) to be in the same state. The only advantage of this over
> having a single server for each "game" is that you load balance incoming
> traffic and concurrent connections, but introduce connections/traffic
> between the servers. Then even more problems arise when a 3rd server comes
> in, and every action means notifying also the other two servers.
>
>

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