• Unfortunately, we have experienced significant hard drive damage that requires urgent maintenance and rebuilding. The forum will be a state of read only until we install our new drives and rebuild all the configurations needed. Please follow our Facebook page for updates, we will be back up shortly! (The forum could go offline at any given time due to the nature of the failed drives whilst awaiting the upgrades.) When you see an Incapsula error, you know we are in the process of migration.

Multiple Agent Servers

Status
Not open for further replies.
Newbie Spellweaver
Joined
Jun 26, 2013
Messages
73
Reaction score
12
Heya fellow luna devs,

I was looking for ways to optimize and make luna servers run faster with the networking and ways to optimize it, then I stumbled upon this function from the Agent Server, "Broadcast2AgentServerExceptSelf".
I was under the assumption that a server can only have 1 Agent Server, since I was following Pokchop's tutorial on setting up a luna server, then I noticed that Agent Server's title name is "Agent Server: 0". Then realized, probably that's why it's called "Distributer" so it chooses which Agent server a player connects into.
So I guess my question is, is it possible to run Multiple Agent Servers that connects only into 1 DB and players still connect into the same map server no matter the which Agent Server they are connected into? and If that is true, if 1 agent server crashes, it shouldn't affect those who are connected to the others?

Thanks


Edit: Nvm, I tested it out and it works, however it does introduce quite a few number of bugs. requesting to close the thread. thanks
 
Last edited:
I play it straight up, yo
Joined
May 19, 2012
Messages
931
Reaction score
121
As your probably well aware, the distributor is the central access point for everything. It is also the only application that needs direct access to outside networks. When an agent server crashes, supposedly the distributor is suppose to detect a crash and transfer them over to the next agent server. By the time it crashes, it will all be along the local network so the player shouldn't realize the agent has crashed. Once the distributor has transferred all the users to the next agent server, it should send out a request to the client to update like normal.

I haven't really tested this theory out myself, but after fiddling around for a bit, that's just what the codes telling me. :p



WAH! I just posted! Oh well...

Thread Closed.
 
Status
Not open for further replies.
Back
Top