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Moments before I finish the mission, so I can head to work, I mapsever.

Pain. In The. Keister.


( 2 comments — Leave a comment )
Jan. 27th, 2007 01:58 am (UTC)
"Mapsever" -- define in context please. Google has plenty of links but no context.
Jan. 27th, 2007 09:07 am (UTC)
Massively Multiplayer Online Roleplay Games are generally implemented with one or more central servers which operate the game.

The first server a player encounters is the update server, as the game checks to see that it is up to date and current. The second server a player encounters is a login server, which performs the name/password exchange, and on validating, passes the player off to one of the 'map servers', one of several machines which present a given instantiation of the game world.

The connection to each of these servers is maintained over one or more secure IP connections, generally TCP/IP or for keep-alive, even UDP.

The mapserver presents the client running on the player's PC with the information required to render the player character, the scenery, the NPC (mobiles), and their movements, attacks, defenses, powers, and so forth, (from the datafiles located on the player's PC). Lag happens when the events on the screen stop being approximately real-time. Usually there are three things which can cause lag - the PC is having trouble keeping up with the work of rendering the display, sound, effects and actions and simultaneously keeping up with the server; alternately, the server can be swamped with service requests or with other network traffic.

When the mapserver and the PC can no longer maintain a connection, and too much time passes between the keepalive signals, a 'mapserver failure' is usually reported. I have always referred to these as 'mapsevers' because it's a pun that describes the situation very clearly.
( 2 comments — Leave a comment )


Steve Hutchison

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    Oh, golly, I'm so sorry. :(
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