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   Author  Topic: Load Bearing  (Read 178 times)
Kalel
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Load Bearing
« on: 11/15/03 at 20:04:35 »
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I'v suggested something like this before but I'll try agine....
 
I'v got this idea from a web host prety much how the web host operates is there is a main server wich is in the usa michigan I belive then there are several other servers 1 in australia, hawaii, mexico, there are some located in the uk some where all with t1 connections. so oviously nm couldn't run its own servers all over the world with t1 connections but the same idea can be applyed over the same network it would give people with 56k connection a better response time basicly all the servers are mirrors of the main server and just relay information.
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Pandilex
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Re: Load Bearing
« Reply #1 on: 11/15/03 at 21:11:27 »
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That is exactly how 56k works so it won't make a difference.
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Kalel
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Re: Load Bearing
« Reply #2 on: 11/16/03 at 07:41:37 »
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hmmm.... well then what would be the point of a web host doing it this way?
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JLH
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Re: Load Bearing
« Reply #3 on: 11/16/03 at 08:01:39 »
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cause it doesn't relay to a central server, similar to the dns system, you request a domain name, say www.nightmist.co.uk and your pc asks your isp's (usually) dns server for the ip address, if and only if your isp doesn't know the ip, it asks the root server for it and then caches it for a pre-determined time.
so when you request a webpage, it comes from a local cache (most isps run transparent caches to save them on bandwidth) rather than the original server.
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Kalel
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Re: Load Bearing
« Reply #4 on: 11/16/03 at 11:41:00 »
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I'v confused my self never the less this one web site wich its main host holds all the info but all the other servers hold the exsact same info...
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JLH
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Re: Load Bearing
« Reply #5 on: 11/17/03 at 11:26:57 »
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yes, as a cache, since the data rarely changes, a dynamic game like nightmist has realtime data, therefore can't be cached.
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