I'm attempting to create a C++ plugin for a realtime 3D game. Although I believe to have a firm grasp on the theory of UDP, how it works, what its strengths and weaknesses are, my primary matter of concern is performance, scalability and likely statistics. I am aware that I probably know only about a drop in the oceans worth when it comes to UDP and even TCP.
The question:
Given a certain scenario, how many players would a typical dedicated server(s) be able to cope with at any one time.
Now for the scenario...
Let's imagine we have a MMORPG game where all players can be anywhere in the "game world". Everybody sends and receives data to the same server / server hub as everybody must be able to...see and interact with everybody else, when their paths eventually cross. It's a real time 1st person game, so player positions must be up to date, very timeously.
Lets say we have 1000 (or even 10000) players online...
Three primary things need to happen here:
Each player streams their data to the game server via UDP, at say 14 sends per second. In a nutshell, this data includes, who, where and what each player is. The data being sent has been normalized and optimized for size and speed to encourage minimal bandwidth usage.
The server receives for example up to 1000 (a non-fictional figure for demonstrational purposes) of these packets 14 times per second, thus processing 14 000 packets per second. This processing phase typically involves updating the central memory data stucture, where a players old x,y,z position data will be updated with his new position and a timestamp. This data structure on the server contains ALL data for ALL players in the ENTIRE game world.
The server (possibly a separate thread, maybe even a separate machine) now needs to broadcast the packets to all the other players, so they can update their screens to show other players on the map. This also, happens 14 times per second. (where 14 might typically be a dynamic figure, changing based upon the CPU capacity being used, busy CPU, less framerate and vice versa).
The important thing is this: for Player X, only the data of other players within visual range of his position, are dispatched to that respective player. So if Player Y is 2 miles away, his data needs to be sent to X, but if Player Z is on the other side of the planet, his data is not dispatched to X as an attempt to save bandwidth. This of course involves a little bit more processing as data would have to be iterated and filtered, using the most effective indexing solution possible.
Now my concern is this, sending a data packet from a client machine, getting it into the servers RAM, doing the slight tiny bit of processing updating the data, and selectively broadcasting the info to other players, takes time. This meaning, that there is a certain threshold that a server will be able to handle, and yes, depends on the effectiveness of my implementation, the speed and abilities of the hardware being used, and of course, other external factors like, internet speed, traffic and nr. of solar flares hitting the earth per second...just kidding.
I'm trying to find out from others, who have gone through this process, what the pitfalls are, and what typical performance I can expect when creating a multiplayer plugin.
I could easily say: "I want to cater for 10000 people playing on the same server at the same time", and you might say: "100 is a more realistic and probable figure, per server."
So I am aware that I might have to come up with a multiple server / cloud computing hub for dealing with my thousands of requests and dispatches, distributing the processing load over multiple machines. So I might have a few machines dealing only with receiving data, a huge central box, which is like a in memory database shared somehow by all the receiving and dispatching machines, and then of course a series of dispatching machines.
Obviously, there are technical limitations, and I don't really know what to expect and what they are. And throwing extra CPU's and server boxes at the problem will not neccessarily solve the problem, as more intercommunication between machines will also slow the process down a bit. I suppose the more CPU's you throw at it, might reduce effectiveness and even reverse CPU productivity at some threshold.
Could and should I consider P2P (Peer To Peer) for multiplayer!
Am I being realistic saying that I will be able to cater for 2500 players at any one time?
Would it be possible to scale up to 10000 players in a few years time?
I know this question is dreadfully long, so please do accept my sincere apologies.