Hello,
Has anyone figured out a nice architecture for a scalable red5 application?
I've been reading up on scalable architectures for a MMOG I'm working on,
and I have a plan but was wondering if anyone on this list has ever done
something like this using Red5 as the middle tier of a 3 tier architecture.
Here is my proposed architecture plan in rough ascii formatting (hopefully
the spacing works out on your screen), nothing fancy just a regular 3 tier
architecture:
gameClient1 gameClient2 gameClient 3...
internet
load balancer
red5Server1 red5Server2 red5Server3 ...
MySQL database
I've been reading a couple of adobe articles and they recommend implementing
something called a distributed shared object, which is like a regular shared
object, but instead of the object just residing on a single red5 server it
is copied and kept in sync across all of the red5 servers in the middle
tier. For example you could have a 10000 person chat room, where there are
2000 clients per red5 server, but there is a single shared object containing
the list of user names and the text of what they have said. This shared
object is implemented as a distributed shared object that is shared across
all red5 servers and then each red5 server then shares it with all of their
clients.
Question Set 1: Does this architecture seem like it might work? Is there a
better way to do it? Can you point me to any good resources (books, web
links etc.)?
Question 2: How would one go about implementing the distributed shared
object? It seems like the red5 servers could send each other updates to the
shared object kept on each server by "pretending" to be a client which was
updating the shared object. Maybe there's a better way to do it? Perhaps
server to server traffic should have a much higher priority than client to
server traffic?
In any case, any help, suggestions, pointers, etc. would be greatly
appreciated.
thanks in advance,
curt
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