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[Issue 8] New Server Platform


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Second Server Platform

2%D1%81%D0%BF.jpg


In the game, in the forums, in a Russian video blog ... In every corner of our many-sided game, you can hear the phrase "Second server platform." So what is it? Why do we need it? Let's see in detail...


Today I want to talk to you about the second platform for the game's servers. No, this is not Tanki 2.0, which all of you should forget about by now! - It is no longer relevant! In spite of the same number "two" in the title, this development is of a different nature. I am going to discuss two things about this new innovation from our developers: Why we need it, and why there is so much discussion about it!
The average player has grown accustomed to updates that he can visibly notice and try out for himself. The upcoming update will not be like that at all. Why?

Let's divide the game into two parts: client and server.


sp2.jpg

The Client
The client, in this case, is you--the player of the game. Not as much you, really, as much as your computer, which sends requests and messages to the Tankionline servers, and processes the servers' responses to your computer screen. This development includes an array of data that is downloaded onto your computer when you first login to the game: the interface, the body, gun, paint, textures, props (the buildings, walls, and trees that make up every map), - in short, there will be no need to download everything every time you enter a battle. As mentioned in the video blog, the main feature of the second server platform will be the nearly instantaneous loading of battles, after you load all the game textures and data a few times. (Meaning, that after the update is instated, your first few battles will take a bit longer than usual to load.) Though inconvenient in the short term, you should be praising the developers by the end of the first few weeks. The update will load all the game's basic information (all battle data, other than that of your opponents) onto your computer's hard drive, so that it will not need to reload every time you enter a battle; thus resulting in very short waiting times in between vigorous battles. Note that the client is still somewhat dependent on the server - a computer only displays what the server tells it to.


serv-2pv.jpg


The Server
The server is the home of the game -- its core. The server component receives a request from a computer player, performs the necessary calculations, and sends the correct response to the client, resulting in your ability to play the game. For example, you press the space bar on your computer: The signal from the keyboard goes to the computer > the computer sends it to the game servers via the internet > the server you are currently on acknowledges the signal, and translates it to a request for 'shooting' > The computations are made in an instant > The response is sent back to your computer > You see your tank firing at an object in the game. All of this happens within mere fractions of a second. This end of the game is responsible for the calculation of all data for all players in real time. This is the part which should ensure fulfillment of millions of transactions every second. Any delay in this process results in the internationally nefarious "lags," that all tankers have come to know and dread.
Up until now, most updates to the game have improved or changed the client's side of the game. Being improved to such a degree (such as the new graphics), more and more requirements and computations are needed by the game servers, necessitating a drastic change. That's where the second platform comes in - to improve the server-side of the game.
The new platform is designed to build server capacity in order that we may, in the future, have more quality game updates frequently. It is designed to speed up the game, and make the connection between your computer and the server more stable, reducing the number of "lags" tremendously.

Also, the coming of the new servers will herald an era in the game where restarts will be needed less frequently, and the servers will be able to comfortably hold 5000 players at any given time.
The coding of the second platform was completely redrawn from scratch by a team of 12 programmers at TO Headquarters in Perm, Russia, in the form of the game's old running engine. This eliminated many minor glitches from gameplay. It is not surprising - since switching to the old engine, programmers are pretty adept at editing the game's code; they gained experience, and reviewed the corner-stones of the old platform. In addition, the new engine has opened the way for the implementation of the innovations that, in the old game, were simply impossible: socialization, clustering, searching for battles under certain parameters, and even new effects - and that's not all!
Let's make a conclusion: despite the fact that this update can not be very well physically noticed, it is very important; without it, the further development of Tanki Online would be impossible!

Thanks to Mysleslov, for the original article, found here, > http://news.tankionl...naya-platforma/
Translated & Edited for fluent English by :tommyq.png

Edited by Hexed

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So you didn't write it? Honestly... I was about to go mad saying how good this was...


Thank you for your feedback. Edited by Tommy60

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Doh!

Tommy translated it from the rough output of a translator, so all the fluidity and vocabulary you see is his work.

 

'Tis true. Google translate leaves much to be desired, on its own.

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Sorry about your disappointment, Otto. Seeing as the newspaper is only published once a month, this article was released as quickly as possible. I will take your suggestion into consideration, though. Thanks for your input.

 

sorry but this is no news but old stuff now... over a week too late

-1

For real NEWS everybody should just use chrome and go to the website where this is taken from:

http://news.tankionline.com

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So why should we forget 2.0, Tanki has been promoting it for about a year?

 

Then they stopped, saying that it was cancelled. They have been doing so for many months now.

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