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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.

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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