<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Recap</title>
	<atom:link href="http://cogs.innocence.com/2009/03/recap/feed/" rel="self" type="application/rss+xml" />
	<link>http://cogs.innocence.com/2009/03/recap/</link>
	<description>On the operation of massively multiplayer online games.</description>
	<lastBuildDate>Thu, 26 May 2011 20:53:29 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.3</generator>
	<item>
		<title>By: Anthony Headley</title>
		<link>http://cogs.innocence.com/2009/03/recap/comment-page-1/#comment-407</link>
		<dc:creator>Anthony Headley</dc:creator>
		<pubDate>Mon, 11 May 2009 04:17:47 +0000</pubDate>
		<guid isPermaLink="false">http://cogs.innocence.com/?p=67#comment-407</guid>
		<description>I would love to hear about &quot;the Anatomy of a Shard&quot;. I would guess that smaller games could segment shards with processes, but games such as WoW or EVE must span multiple physical servers per shard, I really find the network infrastructure to be a point of interest and how network protocols can be of help of hindrance to server performance.

Now, I just started reading the blog from the bottom up and I hope you haven&#039;t gotten to any of the above points yet.</description>
		<content:encoded><![CDATA[<p>I would love to hear about &#8220;the Anatomy of a Shard&#8221;. I would guess that smaller games could segment shards with processes, but games such as WoW or EVE must span multiple physical servers per shard, I really find the network infrastructure to be a point of interest and how network protocols can be of help of hindrance to server performance.</p>
<p>Now, I just started reading the blog from the bottom up and I hope you haven&#8217;t gotten to any of the above points yet.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matthew Weigel</title>
		<link>http://cogs.innocence.com/2009/03/recap/comment-page-1/#comment-93</link>
		<dc:creator>Matthew Weigel</dc:creator>
		<pubDate>Wed, 22 Apr 2009 20:34:34 +0000</pubDate>
		<guid isPermaLink="false">http://cogs.innocence.com/?p=67#comment-93</guid>
		<description>Josh: the last project I worked on - Dungeon Runners - had a simple telnet interface that spewed XML statistics.  I can&#039;t remember now exactly what Ops used to display the graphs, but at least at one point it was Cacti.  Other games did similar things, but I don&#039;t know the exact details because I didn&#039;t use their interfaces or work on them. :)

At the time, I was talking with folks in Operations about switching over to HTTP because the telnet interface required a custom ten-line Perl script to grab the data, but grabbing XML full of name/value pairs over HTTP was built-in to some part of their system.  For my current project, the plan is to have a full HTTP server implementation embedded, and to expose quite a bit more data and functionality through it: statistics for Ops, core dumps for devs, server administration controls, etc.</description>
		<content:encoded><![CDATA[<p>Josh: the last project I worked on &#8211; Dungeon Runners &#8211; had a simple telnet interface that spewed XML statistics.  I can&#8217;t remember now exactly what Ops used to display the graphs, but at least at one point it was Cacti.  Other games did similar things, but I don&#8217;t know the exact details because I didn&#8217;t use their interfaces or work on them. <img src='http://cogs.innocence.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>At the time, I was talking with folks in Operations about switching over to HTTP because the telnet interface required a custom ten-line Perl script to grab the data, but grabbing XML full of name/value pairs over HTTP was built-in to some part of their system.  For my current project, the plan is to have a full HTTP server implementation embedded, and to expose quite a bit more data and functionality through it: statistics for Ops, core dumps for devs, server administration controls, etc.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Zensun</title>
		<link>http://cogs.innocence.com/2009/03/recap/comment-page-1/#comment-92</link>
		<dc:creator>Zensun</dc:creator>
		<pubDate>Wed, 22 Apr 2009 16:25:20 +0000</pubDate>
		<guid isPermaLink="false">http://cogs.innocence.com/?p=67#comment-92</guid>
		<description>&quot;Anything in particular you want to see?&quot;

Well, I&#039;d love to see something about best-practice in cabling-up servers in racked in cabinets.

For instance, should switches be in the same cabinet as the servers? If not, how best to lay the cables from the cabinet with servers to the cabinet with switches?

I work for a charity, and as tidy as the network guys tried to be, the cables out of the back of the four cabinets we have is a sight to behold. I tried helping them to tidy the clutter, but between the kvm, power, and network cables, it just doesn&#039;t seem possible.</description>
		<content:encoded><![CDATA[<p>&#8220;Anything in particular you want to see?&#8221;</p>
<p>Well, I&#8217;d love to see something about best-practice in cabling-up servers in racked in cabinets.</p>
<p>For instance, should switches be in the same cabinet as the servers? If not, how best to lay the cables from the cabinet with servers to the cabinet with switches?</p>
<p>I work for a charity, and as tidy as the network guys tried to be, the cables out of the back of the four cabinets we have is a sight to behold. I tried helping them to tidy the clutter, but between the kvm, power, and network cables, it just doesn&#8217;t seem possible.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bryant</title>
		<link>http://cogs.innocence.com/2009/03/recap/comment-page-1/#comment-85</link>
		<dc:creator>Bryant</dc:creator>
		<pubDate>Wed, 22 Apr 2009 13:55:53 +0000</pubDate>
		<guid isPermaLink="false">http://cogs.innocence.com/?p=67#comment-85</guid>
		<description>Similar, yes. Whether or not you&#039;re using SNMP, I think it&#039;s essential to be able to get that sort of data in a programmatic fashion for use with Cacti and whatever other monitoring system&#039;s one&#039;s using.

Perfmon is also a popular method for exposing this data, which is not surprising since it&#039;s a core Windows technology.</description>
		<content:encoded><![CDATA[<p>Similar, yes. Whether or not you&#8217;re using SNMP, I think it&#8217;s essential to be able to get that sort of data in a programmatic fashion for use with Cacti and whatever other monitoring system&#8217;s one&#8217;s using.</p>
<p>Perfmon is also a popular method for exposing this data, which is not surprising since it&#8217;s a core Windows technology.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Josh</title>
		<link>http://cogs.innocence.com/2009/03/recap/comment-page-1/#comment-83</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Wed, 22 Apr 2009 13:18:21 +0000</pubDate>
		<guid isPermaLink="false">http://cogs.innocence.com/?p=67#comment-83</guid>
		<description>Have any games you&#039;ve worked on (if you can say) offered an SNMP or similar interface so pull data from in-game? I thought about this when reading your post about graphs; provide numbers for Cacti et al. Things like number of players online, blocking DB transactions, client lag times, chat rooms, who knows...data from inside the game, not from the hardware/OS.</description>
		<content:encoded><![CDATA[<p>Have any games you&#8217;ve worked on (if you can say) offered an SNMP or similar interface so pull data from in-game? I thought about this when reading your post about graphs; provide numbers for Cacti et al. Things like number of players online, blocking DB transactions, client lag times, chat rooms, who knows&#8230;data from inside the game, not from the hardware/OS.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ira</title>
		<link>http://cogs.innocence.com/2009/03/recap/comment-page-1/#comment-81</link>
		<dc:creator>Ira</dc:creator>
		<pubDate>Wed, 22 Apr 2009 11:34:29 +0000</pubDate>
		<guid isPermaLink="false">http://cogs.innocence.com/?p=67#comment-81</guid>
		<description>actually I was hoping you could talk a little bit about getting into the gaming industry.  You could start with how you started and then how you progressed.

I&#039;m actually trying to get into the business side of game operations right now, though obviously its difficult becuase everyone is cutting back.  But tips from your experience would help.  But so far I like this blog a lot :) keep up the good work!</description>
		<content:encoded><![CDATA[<p>actually I was hoping you could talk a little bit about getting into the gaming industry.  You could start with how you started and then how you progressed.</p>
<p>I&#8217;m actually trying to get into the business side of game operations right now, though obviously its difficult becuase everyone is cutting back.  But tips from your experience would help.  But so far I like this blog a lot <img src='http://cogs.innocence.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  keep up the good work!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bryant</title>
		<link>http://cogs.innocence.com/2009/03/recap/comment-page-1/#comment-51</link>
		<dc:creator>Bryant</dc:creator>
		<pubDate>Tue, 31 Mar 2009 11:53:04 +0000</pubDate>
		<guid isPermaLink="false">http://cogs.innocence.com/?p=67#comment-51</guid>
		<description>Coincidentally, I just followed a del.icio.us link about startups and smacked into a &lt;a href=&quot;http://programmerjoe.com/2009/02/12/continuous-deployment-with-thick-clients/&quot; rel=&quot;nofollow&quot;&gt;great discussion of MMO patch deployment&lt;/a&gt;. I find the idea of continuous deployment to be horrendous, for reasons which I will post about soon, but everything else in that post and the followup is on target.</description>
		<content:encoded><![CDATA[<p>Coincidentally, I just followed a del.icio.us link about startups and smacked into a <a href="http://programmerjoe.com/2009/02/12/continuous-deployment-with-thick-clients/" rel="nofollow">great discussion of MMO patch deployment</a>. I find the idea of continuous deployment to be horrendous, for reasons which I will post about soon, but everything else in that post and the followup is on target.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chris K</title>
		<link>http://cogs.innocence.com/2009/03/recap/comment-page-1/#comment-43</link>
		<dc:creator>Chris K</dc:creator>
		<pubDate>Sun, 29 Mar 2009 22:28:03 +0000</pubDate>
		<guid isPermaLink="false">http://cogs.innocence.com/?p=67#comment-43</guid>
		<description>I read this almost exclusively on my SK; I don&#039;t care where comments go as long as there&#039;s a border between the posts so I can see what it attaches to. (Well, and as long as that border doesn&#039;t break the SK&#039;s ability to handle the CSS, as seems to be the case far too often.)

As for topics, I&#039;m really interested to know what patch deployment looks like from your perspective.</description>
		<content:encoded><![CDATA[<p>I read this almost exclusively on my SK; I don&#8217;t care where comments go as long as there&#8217;s a border between the posts so I can see what it attaches to. (Well, and as long as that border doesn&#8217;t break the SK&#8217;s ability to handle the CSS, as seems to be the case far too often.)</p>
<p>As for topics, I&#8217;m really interested to know what patch deployment looks like from your perspective.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

