Game backend patterns — existing approach

zone-sharding · lobby+room · matchmaker+dedicated · distributed actor service

Game backend patterns — existing approach zone-sharding · lobby+room · matchmaker+dedicated · distributed actor service client · ① Zone-sharded — MMORPG client gateway · ① Zone-sharded — MMORPG gateway zone server A · ① Zone-sharded — MMORPG zone server A zone server B · ① Zone-sharded — MMORPG zone server B client · ② Lobby + room — casual · board games client lobby / matching · ② Lobby + room — casual · board games lobby / matching room servers · per-room state · ② Lobby + room — casual · board games room servers per-room state client · ③ Matchmaker + dedicated — session-based client matchmaker · ticket queue · ③ Matchmaker + dedicated — session-based matchmaker ticket queue dedicated fleet · process per match · ③ Matchmaker + dedicated — session-based dedicated fleet process per match client · ④ Distributed actor service — meta · social client API server · stateless front-end · ④ Distributed actor service — meta · social API server stateless front-end actor cluster · location-transparent · ④ Distributed actor service — meta · social actor cluster location-transparent ① Zone-sharded — MMORPG ② Lobby + room — casual · board games ③ Matchmaker + dedicated — session-based ④ Distributed actor service — meta · social

All four — you build the state-ownership point yourself

  • • ① The zone server owns region state; on a boundary cross, servers hand off with their own protocol
  • • ② Room servers own per-room state · ③ the matchmaker assigns a dedicated process per match from a ticket queue
  • • ④ The actor cluster owns per-player/guild state (location-transparent across nodes)