Re: Improve MMO Game Performance - Mailing list pgsql-general

From Scott Marlowe
Subject Re: Improve MMO Game Performance
Date
Msg-id CAOR=d=01XxkjY8tC1xLi9zaHPHdBsUZ92Mzo7Yp5yqtq+y-dOQ@mail.gmail.com
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In response to Improve MMO Game Performance  (Arvind Singh <arvindps@hotmail.com>)
Responses Re: Improve MMO Game Performance  (Arvind Singh <arvindps@hotmail.com>)
List pgsql-general
On Sat, Oct 13, 2012 at 5:52 AM, Arvind Singh <arvindps@hotmail.com> wrote:
> we are all aware of the popular trend of MMO games. where players face each
> other live.
>
> My area of concern, is storage of player moves and game results.
> Using Csharp and PostgreSql
> The game client is browser based ASP.NET and calls Csharp functions for all
> database related processing
>
>
> To understand my query, please consider the following scenario
>  we store game progress in a postgres table.
> A tournament starts with four players and following activity
>
> Each player starts with 100hitpoints
> player 1 makes a strike (we refer to a chart to convert blows to hitpoints
> with random-range %)
> player 2 has 92HP, and returns a light blow, so player1 has 98hp
>
> The above two round will now be in Game Progress Table, as
>
> ROW Player1HP Player2HP Strikefrom StrikeTo ReturnStrikeHP Round TimeStamp
> StrikeMethod
> 1      100       100         0        0            0          0
> 2       98        92        P1        P2           2          1
>
> There is a tremendous flow of sql queries,
>
> There are average/minimum 100 tournaments online per 12 minutes or 500
> players / hour
> In Game Progress table, We are storing each player move
>     a 12 round tourament of 4 player there can be 48 records
>     plus around same number for spells or special items
>     a total of 96 per tourament or 48000 record inserts per hour (500
> players/hour)

That's only about 13 inserts per second, and if you're batching them
up in transactions then you could easily be doing only one insert per
second or so.  My laptop could handle that load easily.


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