World Login Errors and Resolutions
na.finalfantasyxiv.com
na.finalfantasyxiv.com
Look at the infinite multiplayer debacle right now, probably the worst f2p monetization I've seen since the f2p model started taking hold like 20 years ago.
So many games release as barely working beta states right now and I think players should be angry. How they take it out isn't right and often who it's directed at is wrong but a lot of the times AAA and the like Game Studios are just putting out bad products and anger I think is a valid feeling to have when as a player, you see that.
The chip shortage and their own success is a really bad combo here.
But overall Yoshi-P's attitude keeps me playing and interested. He really loves this game and his community and it shows through their thoughtfulness and general open-ness and direct communication with the fanbase.
If so, I wonder if perhaps alternative architectures could be explored. I personally don't see much difference between handling an MMO client event and processing a FIX message on a financial exchange.
There are some exchanges that can do tens of millions of messages per second on a single thread... How many players would that be able to support in just one rack full of HPE/AMD capex? Perhaps we could steal some of these ideas for purposes of amusing ourselves?
The large and unstable queues are leading to the use of mouse jigglers and such, so people can log in in the morning just so they can play at night. An interesting, but not helpful, emergent behavior.
[1] https://www.reddit.com/r/ffxiv/comments/r9r25a/error_2002_is...
Logs you in much faster than the default launcher.
They brought in dev machines to address this. The issue is the queue is for your data center. And it maxes out at 15k. I think they're going to be operating at 17,500 now?
There's most likely some really long open socket connection with no retry logic. So anytime you get a hint of packetloss it's over. Polling would be better but would also require a lot more hardware? I'm not sure how I'd design a better system.
As soon as the queue hits 15k people get booted and you end up with about 2-3 minutes to get back in and keep your spot.
Could be different architectures between the "queue" and the in-game session.
Presumably with the in-game backends, the client gets told to connect to a specific backend (or through an LB with a sticky session), which keeps some of your active player state in-memory; and because of that, they'd want those backends to be robust to disconnection, allowing the client to reconnect and resume the existing backend session on the same server.
The queue, on the other hand, is the first-in-line protection for the game — equivalent to Cloudflare for an HTTP site. It has to deal with bots, DDoS attacks, etc. I would guess that they "solved" this by requiring a kind of proof-of-work — that "work" in this case being "keeping a socket open and responding to pings for the whole time you're in the queue."
If this were true, "client networking issues" would technically be the proximate cause of a client falling out of the queue and having to get back in line at the end. It'd be a problem the devs created for themselves, but it would indeed be the problem.