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Service Oriented Architecture
with Python for MMO Games
Harry Liang
harry@
About Happylatte
● Previously Exoweb, member of PSF Sponsors
● 10+ years of experience in Python
● Now on journey to build smartphone
classics
10+ million downloads
millions of MAUs
High Noon 2
HighNoon Server Platform
Service Oriented Architecture
Totally Python
ZeroMQ + Twisted, Eventlet/Gevent
100+ service instances running
Key Principles
● Point-to-Point Messaging
● Discovery Presence
● Fault Tolerance
● Load Balance
● Stateful vs. Stateless
Edge Layer
Interface between game clients and the
platform
● Publically accessible
● Delegate real work down to logic layer
● Exist to isolate logic from interface
specifics
HappyBroker
● Packets Routing
static:
msg type - worker type (load balance)
dynamic:
session id × msg type - stateful service instance
● Protocol Translation
ZMQ frames - Thrift packets
● Keep Client Connections
BrokerList
The only known endpoint by the client
Publishes where the brokers are:
{
version:0.1.0,
brokerList:{
:1055:0.067,
:1055:0.0418
}
}
Logic Layer
Service = n * Servers + m * Clients
● Asynchronous Networking
● Point-to-point Messaging
● Request-Reply/Push-Pull/Pub-Sub
● Synchronous Client API
Service: Server
While True:
session, req_msg = zmq_sock.read()
handler = handlers.get(‘on_’ + req_)
spawn(handler, session, req_msg)
Service: Client
sso_client = get_service(‘sso’, ‘REP’)
sso_client.login(user=’harry’, passwd=’my_dirty_secret’)
Yellow Service
Yellow Server:
Monitor Service State
Provision Service Endpoint Queries
Yellow Client:
For service provider: Register to Yellow Server
For service consumer: Query endpoints from Yellow
Server
Data Layer
DB
A Pgpool o
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