Showing posts with label TERA. Show all posts
Showing posts with label TERA. Show all posts

28 August 2012

Bots for load-testing

A list of MMOs, MOBAs, and FPS games that have been load-testing using bots.

TERA

Koo, 2010, How to support an action-heavy MMORPG, slides

Their system to load-test a shard is called Sisyphus, and runs 1500 clients per machine. The behavior of the bots is based on the behaviors from real players (probably from alpha). A WAN simulator is used between bots and realm servers; the average latency is set to 200ms. A high-performance machine and a "dedicated line" were needed.

EVE

Press, 2011, Orchestrator: A post-mortem on an automated MMO testing framework, slides

EVE started to make a thin client from its game client in 2010. Orchestrator is the tool they use to load-test and integration-test their architecture and code. Orchestrator does not send one script to each client, proxy, and server. Instead, it runs a single master script, and tells them, as they progress in the test, what the next operation is. The test can be stopped right when a client reports a bug, not until everything scheduled has been sent.

OpenSim

Lake, 2010, Distributed scene graph to enable thousands of interacting users in a virtual environment, paper

The limitations we have encountered with avatar scaling during these experiments have been in getting enough hardware to generate the load of over 1000 clients and the limited physics simulation capabilities of a single thread on the scene server.

League of Legends (allocating games to servers)

Delap, 2010, League of Legends: Scaling to millions of ninjas, yordles, and wizards, video + slides

  • Load-testing in a realistic setup: more than 50 machines with the same spec as those in production
  • EC2 is a good tool, but the network is not reliable, so careful not trying to fix problems that only happen in the test setting.
  • With thousands of clients, logs may not be the best way to gather test results.

League of Legends (chat)

McArthur, 2011, Building the chat service for League of Legends, slides

Dozen of EC2 machines, each running 5-9k bots. Each bot is an XMPP chat client (they used the Smack API). Load-testing is useless without proper modeling.

Crysis 2

Hall, 2011, A Programmer's Post-mortem Crysis 2 Multiplayer, slides

They wanted to check the frame rate with lots of moving entities, and detect bugs or gameplay issues. They used automatic testing. "Lots" of bots are run for 10 minutes per level to stress-test the builds. The bots do random actions like walking, jumping, or shooting.

Gears of War 3

Weilbacher, 2012, Dedicated Servers in Gears of War 3 Scaling to Millions of Players, slides

Their bots are clients without renderer and user input. They run automated bot matches to check the performance of their server platform. For Gears 2, they used to run 2.5 games per core in 2009. For Gears 3, they run 7 games per core in 2011.

Guild Wars 2

Patrick Wyatt, a lead programmer on Guild Wars and Guild Wars 2, discourages using bots: bot's behavior differs too much from actual users. Instead, he recommends recording live play data, and replay it on the server to fix bugs or check the load.

04 June 2012

TERA's free-targetting combat: server-side

In the May 2012 issue of GD mag, Seungmo Koo, the server architect for TERA, wrote about how their studio implemented the server back-end for the game's free-targeting combat system. Some parts of the technical solution described in the article were unclear, or the problems were not obvious, so I filled the gaps by guessing their approach.

Basics

During fights, the player uses various kinds of attacks and skills. For the player, free-targeting means paying attention to the avatar's orientation and position. There is no monster selection like in WoW. Looking at actual gameplay footage, the combat feels more lively, but there is a lot of hit and run.

From a system perspective, free-targeting means the server does not know which enemy the avatar is targeting. Hence, the server has to detect if a skill's volume of effect collides with any of the monsters around the avatar. To ensure quick computation of the collision, the server runs at 60 FPS. These features are similar to traditional multiplayer FPS requirements, except that for security and simplicity, there is no lag compensation running on the client-side. All the computations happen on the server-side. However, for an MMO to reach a gameplay as responsive as an FPS, the client should be able to execute the player's actions immediately, account for lag, and eventually run some of the NPCs. TERA accounts for lag like an MMO: in PvE, NPCs are slow to give players time to react. In PvP, however, players with a lower ping to the server have an advantage.

Game design

Every creature in the game world is made of cylinders. A skill reaches its target when the skill's volume of effect collides with one of the target's cylinders. A skill's volume of effect can be a cylinder (e.g. usual AoE around a target or self), a portion of a cylinder (e.g. rotating attack using an axe), a portion of a cone (e.g. a frontal attack using a spear), and so on.

Since skills may last for some time, they are discretized in two to more than a dozen targeting times, and each targeting time is associated with a particular volume of effect. Each targeting time consists of two phases: a search (read) phase, and an update (write) phase. For instance, using a rotating attack, the avatar spins for 360 degrees in 300ms, inflicting damage during its turn. The first targeting time fires at 50ms: in the search phase, the server searches for a target standing in a particular volume in front of the avatar, and, in the update phase, inflicts that target 200 damage. The second targeting time fires at 100ms: the server searches for a target standing in another particular volume on the left of the avatar, and inflicts that target 100 damage. And so on for the remaining targeting times.

Multi-threading and performance

Task Example
Timer Damage over time or NPC AI movement scripts
Region update Add/remove/update the position of a creature in a region
Creature update Update HP, status, position of a creature

Each TERA server runs the whole world for approximately 6k concurrent players. The server has a few things to do in the main loop. First, it processes client packets, and generates timer, region, and/or creature tasks from them. That is when the search-for-target phase happens. Then, it executes scheduled timer tasks, which will likely themselves generate region and creature tasks. And finally, it executes region tasks. The update phase happens in the creature tasks, and also in the region task in case of creature movement, spawn, or death events.

To come up with their final design, the TERA engineers may have followed this train of thoughts:

  • Problem: an 8-core server running Windows reaches 100% CPU with 3k players. How can this be improved?
  • Solution: use asynchronous IO such as Window's IOCP. It automatically creates a task queue for client packets and a worker thread pool to process that packet queue in parallel.
  • New problem: The threads spend too much time waiting for locks when trying to read or update region data (e.g. list of creatures in the region, or creature position).
  • Solution: Avoid contention by replicating the world in each thread. No lock: the thread searches in its own version of the world.
  • New search-phase problem: When executing a region task, the region data of a particular thread becomes inconsistent with other threads.
  • Solution: The thread pushes the region tasks it generates into a queue shared between all threads, so that each thread processes all the region tasks. As an example, when an 8-core server receives a client movement packet, one thread processes it and generates (for instance) one region task from that packet. The thread pushes this region task to the end of the queue with an execution counter of 8. Each of the 8 threads processes the task queue at its own pace. When a thread processes a task, it decrements the task's counter. When the counter reaches 0, the thread deletes the task from the queue. Hence, the task mentioned above will be removed from the queue when all the threads have processed it.
  • New update-phase problem: frequently updating a particular creature causes lock contention.
  • Solution: The world replica of each thread stores creature pointers. When a thread processes a packet or a timer task that results in a creature update, it pushes the creature's function to run (e.g. Creature.receiveDamage), with particular arguments (e.g. 200) to that creature's task queue. If the creature task queue is currently being iterated over by another thread, then the current thread returns to what it was doing before (e.g. main loop). Otherwise, the current thread iterates over the creature's task queue. The queue starts with the task the thread just pushed, but other threads may push tasks to the queue while the current thread is processing its task. The current thread will process those extra tasks too, until the queue is empty. Then, the thread will go back to its main loop. Hence, creature tasks are executed asynchronously; getting a return value for the task execution requires the active object pattern.

The resulting high-level architecture is something like the following:

Questions

Seugmo replied to my original questions (see the comment below); here are some more!

  • How much CPU is caused by packet processing? How much does the CPU increase when 1000 players gather together versus when players are homogeneously scattered?
  • When lots of creatures gather in the same region, the search phase (happening on only one thread) may consume a lot of that thread's CPU. Could the search phase happen faster if the regions were smaller? Could it happen faster if the regions were using Binary Space Partitioning?