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Lin Chan Wei
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Update README.md
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README.md

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@@ -13,12 +13,16 @@ Because the concurrency mechanisms of Golang is very powerful, I choose online g
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- Autoscaling - controller is written with go-client ,you can wirte the strategy to autoscale dedicated game server by your own.
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- Lightweight - The image of dedicated game server is less than 40MB.
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## Architecture
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- Agent server :
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### Agent server :
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- match players to join other player's room or create own room
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- control the amount of gameplay server and load balancing. when the amountof a gameplay server's connections exceed maxium connections it should have, agent will create a new pod run gameplay server.
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- Gameplay Server :
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### Gameplay Server :
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- After players are matched successfully ,these players will get the gameplay server's ip and token,and player can start to play.
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![](https://github.com/daniel840829/gameServer/blob/kubernete-intergration/Golang%20Game%20ServerArchitecture.png?raw=true)
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### Packet Validating
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In the branch master, I use ODE to simulate the physics on server.It is the most safe way to keep game fair.However, I found the memory server use is too much for me, Because I don't have money to maintance the server. So I started to design a way to let client validate packet and simulate physics separatly to reduce the heavy load on the server. I just complete the entities can attack each others so far. I will start to design aftewards:
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- The validation part preventing form players cheating
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- The interface connecting a physics simulator
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## Installation
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- Server :
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Two Way to run server:

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