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I thought they implemented game network code, scalably. That would be cool. So I was a little bit disappointed when read that they only keep stats using Erlang.

Other than that, that's pretty interesting.




> So I was a little bit disappointed when read that they only keep stats using Erlang.

Slide 19 lists far more than just stats-keeping:

> Our core server for controlling Python

> – Managing 100,000s of concurrent TCP connections

> – Scheduling/queuing of tasks for python

> – Metrics gathering (SNMP)

> – Presence server(fragmented mnesia)

> – Message passing (nb: this might be the "in-game messaging" service mentioned in the presence server slide 21)

> Other standalone game-related servers (expanded on slide 25)

> – Transient in-game data (seems to be a k/v store used for e.g. dynamic chat channels)

> – Testing bandwidth (estimation of client bandwidth via blasting UDP packets to the server)

> – Ranking leaderboards (real-time rankings, >15m users, built on ets and a customized gb_trees)

All of this is listed under "How we use Erlang"


I should clarify a bit. I think that contemporary FPS need real-time game server logic. When I saw link title I thought they finally ported some game code to Erlang.

All stuff you mentioned has nothing to do with game logic.

It does not require hard real-time response like one required from network game server.

And yes, I already know that I could use Erlang for non-hard-real-time tasks.




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