You can try pomelo framework.   All these difficult things are done by the
framework.

https://github.com/NetEase/pomelo


On Wed, Apr 23, 2014 at 3:06 PM, 박성우 <[email protected]> wrote:

> I have a similar problem in that issue.
>
> I was developped PvP msg relay server using nodeJS & socket.IO and redis.
> For load balancing, Try to develop another server (front-end).
>
> I am considering the technology are as follows:
>   1. websocket prxoy using node http proxy module.
>   2. another websocket server.
>   3. read transaction guaranteed rest API server.
>
> In the case of 1 and 2, Front and rear of the server the server load is
> almost the same Backed'm wondered
>
>
>
> 2012년 7월 7일 토요일 오전 2시 18분 13초 UTC+9, Peter Holdsworth 님의 말:
>
>> I am developing a poker server to support circa 100,000 concurrent
>> players using node.js socket.io and redis.
>> My node servers are split between multiple front-end socket servers and
>> multiple back-end game servers.
>> Game servers support pools of poker tables.
>> When a player is playing at a table, messages are passed from client to
>> load balancer to socket server to game server.
>> The socket server knows on which pool of tables the player is seated (and
>> this is persisted to support re-start)
>> Responses are sent to all players seated at that table (through different
>> socket.io servers).
>> When a player leaves a table, chip count is persisted in redis.
>> If a player transfers to another game server the the new routing is
>> persisted, socket server is informed and the switch is made.
>> Game server picks up the chip count from redis and the player is seated
>> in the new pool of tables.
>>
>> Of course poker is a very simple game in that it naturally splits into
>> pools of tables and a player is only in one pool at a time. Responses to
>> user actions are limited to a small number of players. Switching between
>> pools is not frequent and only the chip count and some simple routing
>> information needs to be passed through redis.  Nevertheless, you should be
>> able to use some elaboration of these techniques to build your game.
>>
>> On Thursday, 5 July 2012 05:51:34 UTC+1, hd nguyen wrote:
>>>
>>> Hi all,
>>>
>>> I'm building a MMO (Massive Multiplayer Online) game with nodejs built
>>> in server side, but now I'm getting stuck in how to make load balancing for
>>> nodejs between multiple servers.
>>>
>>> The game is using web socket to communicate with server. Example we have
>>> 2 servers that host GAME1, server1 and server2.
>>>
>>> User1 joins GAME1 on server1, User2 joins GAME1 on server2, so each time
>>> User1 makes move/action, User2 need to see User1's move/action  and vice
>>> versa (each user uses his own browser screen separately).
>>>
>>> I know NGNIX as an option, but not sure whether it supports broadcasting
>>> data between nodejs servers or not,* in our game data for the same game
>>> at a server should be broadcast to all other servers that host this game*
>>> .
>>>
>>> Appreciate any suggestion/comment from you.
>>>
>>> Thanks in advance.
>>> --
>>> Nguyen Hai Duy
>>> Mobile : 0914 72 1900
>>> Yahoo: nguyenhd_lucky
>>>
>>  --
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