Just in Time Servers
One of the core problems with traditional solutions to Player Created Game Servers is justifying the costs of running a Game Server 24/7 in a professional data center. For the average consumer they are often forced to make a choice of:
- Pay for a premium hosting provider such as Nodecraft.com
- Find a budget host that has questionable performance and quality as other players use the server
- Self-Host, if they have the technical know-how and budget
No matter the choice, these servers cost money when used or unused, require the networking IP reservations, and create a larger CO2 footprint. It doesn’t matter if a player is online or if it’s 4am on a Tuesday.
Introducing Just In Time Servers
Section titled “Introducing Just In Time Servers”Nodecraft’s innovation provides Player-Created Servers that deployed to the datacenter only as a player requests to join the Game Server. In a system that’s transparent to the Game Developer, Player, and everyone else Nodecraft can make sure servers are deployed Just In Time for gameplay.
Game Servers are in one of 3 states:
<th> Description </th>
<th> Availability </th></tr>
<td> In this state, the Game Server can be quickly deployed to a node anywhere in the server region set by the Game Server. </td>
<td> 10 seconds - 2 minutes depending on Game Server data size </td></tr>
<tr> <td> Warmed Up </td>
<td> In this state, the Game Server is actively deployed a node, but may not have networking assigned to it or be actively accepting connections. </td>
<td> \<
10 seconds </td></tr>
<tr> <td> Online </td>
<td> In this state, The Game Server is actively accepting new connections and is immediately available for gameplay. </td>
<td> Immediate, no delay. </td></tr>
State |
---|
In Cold Storage |
Predicted Deploys
Section titled “Predicted Deploys”With a blend of data science and future-planned AI technology, Nodecraft can optimize the deployment time for larger servers with player trends to make the server warm up rather than loading from a cold start.