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Martin Schürrer
July 26, 2014
Programming
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Game Servers in OTP
Given at ElixirConf 2014
Martin Schürrer
July 26, 2014
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Transcript
Game Servers in OTP
@msch featurebranch.com
None
None
None
None
Architecture big-picture The Table-FSM Life of an in-game event Real
world concerns BoldPoker <3 Elixir Lessons Learned & QA
HA keepalived haproxy active Erlang active Erlang standby Erlang standby
PostgreSQL haproxy standby
Erlang active
OTP Apps :cardgame :storage :network :gameserver
:cardgame OTP APP {Table,9} {Table,8} {Table,7} {Table,6}
:network OTP APP WebSocket :cowboy Flash (TCP) :ranch
:storage OTP APP PSQLDBWorker TableIdSequence
:gameserver OTP APP {Player,1} {Player,2} {Player,3}
Architecture big-picture The Table-FSM Life of an in-game event Real
world concerns BoldPoker <3 Elixir Lessons Learned & QA
None
DealCards Knocking DealCards Play Result idle playing
[ {DealCards, [cards_to_deal, :private]}, {Knocking, [5000]}, {DealCards, [cards_to_deal, :private]}, {Negotiation,
[]}, {Play, [contra_enabled: true]}, {Play, []}, {Play, []}, … {Play, []}, {Play, []}, {Result, []} ]
gen_fsm:send_event/2 -----> Module:StateName/2 gen_fsm:send_event/2 -----> Table.playing/2 {:next_state, next_state_name, new_state_data} !
{:stop, reason, new_state_data}
DealCards Knocking DealCards Play Result idle playing
{:next_stage, new_stage_data, new_state_data} ! {:end_game, new_stage_data, new_state_data} ! Table.broadcast_event {:next_state,
next_state_name, new_state_data} ! {:stop, reason, new_state_data} ! GenServer.reply Table.playing/2 -----> DealCards.playing/3
DealCards Knocking DealCards Play Result idle playing
Knocking DealCards Play Result idle playing
DealCards Play Result idle playing
Play Result idle playing {:game_event, …}
Play Result idle playing {:game_event, …}
Architecture big-picture The Table-FSM Life of an in-game event Real
world concerns BoldPoker <3 Elixir Lessons Learned & QA
P1 P2 P3 P4 {Table,9} {Player,1}
P1 P2 P3 P4 {Table,9} {Player,1} Ports
P1 P2 P3 P4 {Table,9} {Player,1}
P1 P2 P3 P4 {Table,9} {Player,1} {:game_event, :must_play_card}
P1 {Table,9} {Player,1} {:game_event, …}
P1 {Table,9} {Player,1} { "type": "mustPlayCard" } {:game_event, :must_play_card} ProtocolJSON.write/1
P1 {Table,9} {Player,1}
P1 {Table,9} {Player,1} { "type": "playACard", "card": "XH" } {:game_event,
{:play_card,{:ten,:hearts}} ProtocolJSON.parse/1
P1 {Table,9} {Player,1} {:game_event, …}
Architecture big-picture The Table-FSM Life of an in-game event Real
world concerns BoldPoker <3 Elixir Lessons Learned & QA
P1 P2 P3 P4 {Table,9} {Player,1}
haproxy active Erlang active Erlang standby Erlang standby
haproxy active Erlang standby Erlang active Erlang standby
:rpc.multicall(GameServer, switch_active, [node()])
P1 P2 P3 P4 {Table,9} P5 P6 P7 old
P1 P2 P3 P4 {Table,9} P5 P6 P7 old
P1 P2 P3 P4 {Table,9} old
P1 P2 P3 P4 {Table,9} old new {TableMigrator,9}
P1 P2 P3 P4 {Table,9} old new {TableMigrator,9}
P1 P2 P3 P4 {Table,9} P5 P6 P7 old new
{TableMigrator,9}
P1 P2 P3 P4 {Table,9} P5 P6 P7 old new
{TableMigrator,9}
P1 P2 P3 P4 {Table,9} P5 P6 P7 old new
{TableMigrator,9}
P1 P2 P3 P4 {Table,9} P5 P6 P7 old new
{TableMigrator,9}
P1 P2 P3 P4 {Table,9} P5 P6 P7 old new
ConnectionProxy {TableMigrator,9}
P1 P2 P3 P4 {Table,9} P5 P6 P7 old new
{TableMigrator,9}
P1 P2 P3 P4 {Table,9} old new {TableMigrator,9}
None
DealCards Knocking DealCards Play Result idle playing
P1 P2 P3 P4 old new {TableMigrator,9} portable_state
P1 2 3 4 old new { portable_state portable_state %{table_id:
9, player_ids: [1,2,3,4], positions: %{1 => 3, 2 => 0, 3 => 1, 4 => 2}, modifications: [:short_hand], last_game_id: 123 }
P1 P2 P3 P4 old new {TableMigrator,9}
old new {TableMigrator,9}
old new {TableMigrator,9}
None
None
old new {TableMigrator,9}
old new {TableMigrator,9} P1
old new {TableMigrator,9} P2 P3 P4 P1
old new {TableMigrator,9} P2 P3 P4 P1 portable_state
old new P2 P3 P4 P1 {Table,9}
None
P2 P3 P4 P1 {Table,9}
Architecture big-picture The Table-FSM Life of an in-game event Real
world concerns BoldPoker <3 Elixir Lessons Learned & QA
All-in! Elixir Rewrite
Why? Extensibility goals stdlib mix ExUnit
:gen_fsm :ets GenServer Supervisor alias :ets, as: ETS
proper Tests send_events(ClientDeviceIDs, ClientIP) -> ?FORALL(Event, event(), ?FORALL(Data, event_data(Event), ...
parse_transform ?
Architecture big-picture The Table-FSM Life of an in-game event Moving
tables across servers BoldPoker <3 Elixir Lessons Learned & QA
Perform en/decoding at the system border P1 { "type": "playACard",
"card": "XH" } {:game_event, {:play_card,{:ten,:hearts}} ProtocolJSON.parse/1 WS
Create your own behaviours for fun better reusability and profit
easier testing {:next_stage, new_stage_data, new_state_data} {:end_game, new_stage_data, new_state_data}
Distributed Erlang makes hard things easy ConnectionProxy
DB failure? We got all data already, so finish the
game, then just store result on disk
Thank you! @msch featurebranch.com