Interactive Tour¶
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What you get from this chapter
You can see how ZLink's channel configurations (ClientServer · Fanout · RouteMesh), Spots and Actors, relocation without downtime, and backpressure behave by stepping through them yourself.
This is a browser simulation that walks through each feature step by step, using a single MORPG as the example. Pick a feature in the tabs at the top and press the button for each step; the game view and the message flow inside the servers move together. It does not use a real network, and its timings and numbers are for demonstration only.
| Tab | What it shows | Details |
|---|---|---|
| ClientServer | The API server calls feature servers by channel name and splits the load by weight | Channel Messaging |
| Fanout | One publish from the ops tool reaches only the servers subscribed to that topic | Channel Messaging |
| RouteMesh channel | A dungeon server calls the API servers by channel name over the mesh, split by weight. Adding a channel adds no connection | Channel Messaging · How Channels Work |
| Lobby and dungeon · RouteMesh | From connecting to the town, entering a dungeon, the boss fight, reconnecting, and returning | Spot · Actor · Session and Actor |
| RouteMesh pub/sub | Player positions near a border reach the neighboring zone Spots through a topic, and leaving the border is sent the same way (Logical Multicast) | How Channels Work · Reading Along: ZoneWorld |
| Instance Spot | Several servers contribute to the same guild at once, and the guild processes them one at a time | Spot · Execution Model |
| Host Relocation | A server is taken down for maintenance mid-fight, and the room moves to another server and keeps running | Relocation |
| Backpressure | The same burst against a server that queues without limit and a ZLink server | Backpressure |