An evaluation of checkpoint recovery for massively multiplayer online games
Marcos António Vaz Salles, Tuan Vu Cao, Benjamin Sowell, Alan J. Demers, Johannes E. Gehrke, Christoph E. Koch, Walker M. White · Proceedings of the VLDB Endowment · 2009
Massively multiplayer online games (MMOs) have emerged as an exciting new class of applications for database technology. MMOs simulate long-lived, interactive virtual worlds, which proceed by applying updates in frames or ticks, typically at 30 or 60 Hz. In order to sustain the resulting high update rates of such games, game state is kept entirely in main memory by the game servers. Nevertheless, durability in MMOs is usually achieved by a standard DBMS implementing ARIES-style recovery. This architecture limits scalability, forcing MMO developers to either invest in high-end hardware or to over-partition their virtual worlds. In this paper, we evaluate the applicability of existing checkpoint recovery techniques developed for main-memory DBMS to MMO workloads. Our thorough experimental evaluation uses a detailed simulation model fed with update traces generated synthetically and from a prototype game server. Based on our results, we recommend MMO developers to adopt a copy-on-update scheme with a double-backup disk organization to checkpoint game state. This scheme outperforms alternatives in terms of the latency introduced in the game as well the time necessary to recover after a crash.