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Online game server on Akka.NET
Esun Kim
veblush@gmail | github/veblush
Agenda
1. Introduction
2. Why Akka.NET ?
3. Introduction to Akka.NET
4. Addition to Akka.NET
5. Real-time online Tic-tac-toe
6. Conclusion
Introduction
Why and what did I do?
Previous game servers
KartRider (2004) Everplanet (2010) MonsterSweeperz (2015)
P2P game Server
C++ / IOCP socket
MMORPG server
C++ / IOCP socket
Mobile game server
C# / IOCP socket
Small team
- No dedicated server dev.
- Everyone does everything.
- Client is developed first and server will be followed.
- e.g. Server of KartRider was built just before 3rd closed-
beta test.
Development Process
Rapid development: Good and Bad
- 2-4 weeks working days for building server architecture.
- Only meets minimum requirements.
- Agile and no wastes.
- But hits the architectural limitation soon.
- a few years after launch?
- Very hard to revamp core design of server in live service.
- It’s better to have more general and flexible library for
creating new game contents that has never been
considered.
Development Process
Invest time for getting flexible tools
- 12 weeks
- Includes research and building demo games.
- Research
- Akka.NET, Orleans and more
- Building demo app and game
- Chatty, Tic-tac-toe and Snake
- These tools will be used for making next game.
Research
Why Akka.NET ?
What is Akka.NET?
A toolkit providing actor-base concurrency on the JVM.
Akka.NET is a port of the Akka to .NET.
Akka.NET ?
Stateful online game objects
- User, Character, World, and so on.
- Real-time interaction between objects.
Actor is good to deal with many stateful objects.
- Already adopted and used widely in the game industry.
Why actor model?
State
Behavior
M1M2M3
Actor
// actor.receiver
UserActor.OnChat(Chat m) {
_count += 1;
Print(m.Message);
}
// sender
GetUserActor().Send(
new Chat { Message = "Hello?" });
Why actor model?
_count
OnChat
M1M2M3
UserActor
To make client and server use same language
- Client is built with Unity3D and written with C# on .NET.
- Client and server can share domain code.
- No context switch cost for developing both at the same
time.
Good platform
- Good performance :)
- Can target multiple platforms with .NET Core.
- Can use Linux without worrying about subtle difference
between Mono and .NET.
Why .NET?
Considerations to choose one
- Should be an active open source project.
- Should be stable enough to be used right now.
- Should be not hard to support .NET 3.5.
- Unity3D still relies on .NET 3.5.
Candidates
- In-house library
- Orleans http://dotnet.github.io/orleans
- Akka.NET http://getakka.net
Why Akka.NET ?
The way to improve in-house library
- Small actor and network library which has been written
for the previous project “MonsterSweeperz”
- Requires tons of effort to support general genre games.
Priority
- We need to concentrate on making game rather than
library.
- It must be fun to build new library, but product itself is
first.
Candidates: In-house library
Open source project by MS Research
- 1.0 was released in 2015 after a few years research.
- Cloud agnostic.
- Different with Azure Service Fabric.
Virtual Actor
- New concept, “Virtual Actor”
- It’s like a virtual memory or GC to help easy programming.
- Seems promising but I’m not sure of this model yet.
Candidates: Orleans
.NET port of the Akka library
- Akka 1.0 was released in 2011 and has been used widely.
- Akka.NET 1.0 was released in 2015.
Modular architecture
- Can use only what you need.
- Can replace a module with another.
Candidates: Akka.NET
Strong points
- Easy to customize with modules.
- Classic API model but stable and familiar.
- Open source!
Week points
- Requires more time to be stable.
- Performance improvement for Remote is ongoing.
Chosen: Akka.NET
Introduction to Akka.NET.
Skim over basic things.
Actor
- Has state.
- Receives messages.
- Processes one message at a time.
State
Behavior
M1M2M3
Actor
Actor
class HelloActor : ReceiveActor {
int _count;
public HelloActor() {
Receive<Hello>(m => {
_count += 1;
Console.WriteLine($"Hello {m.Who}")});
}
_count
OnHello
M1M2M3
HelloActor
ActorRef
- Can access an actor via a handle
called as ActorRef.
- Can send a message to a remote
actor with ActorRef.
State
Behavior
M1M2M3
Actor
ActorRef
ActorRef
// create actor
IActorRef greeter =
system.ActorOf<HelloActor>("greeter");
// send message
greeter.Tell(new Hello("World"));
_count
OnHello
M1M2M3
greeter
greeterHello(“World”)
Actor hierarchy
- Actor creates child actors.
- Parent actor handles an exception which child actor throws.
Actor
Actor
Actor Actor
Exception
Resume|Restart|
Stop|Escalate
Actor hierarchy
class Worker : UntypedActor {
IActorRef counterService =
Context.ActorOf<CounterService>("counter");
override SupervisorStrategy SupervisorStrategy() {
return new OneForOneStrategy(ex => {
if (ex is ServiceUnavailableException)
return Directive.Stop;
return Directive.Escalate;
});
}
Remote
- Send a message to remote
actors. (Location transparency)
- Create an actor on a remote
node.
State
Behavior
M1M2M3
Actor
ActorRef
NodeA
NodeB
NodeA:Actor
Remote
// server
using (var system = ActorSystem.Create("MyServer", config)) {
system.ActorOf<HelloActor>("greeter");
...
}
// client
using (var system = ActorSystem.Create("MyClient", config)) {
IActorRef greeter = system.ActorSelection(
"akka.tcp://MyServer@localhost:8080/user/greeter");
greeter.Tell(new Hello("World"));
}
Cluster
Beyond remote
Membership management
- Gossip protocol is used. (No SPOF/B)
- Roles for every nodes
Cluster utility
- Singleton, Sharding, Distributed Pub/Sub.
NodeA
NodeB
NodeC
Cluster
class SimpleCluster : UntypedActor {
Cluster Cluster = Cluster.Get(System);
override void OnReceive(object message) {
var up = message as ClusterEvent.MemberUp;
if (up != null) {
Print("Up: {0}", up.Member);
}
}
NodeC
NodeB
A
NodeA
B
C
C
A B
Addition to Akka.NET.
More things to be done for building online game server.
Actor
NodeA NodeB
Client
Interface
DB?
State Sync
Discovery / Table
Akka.Interfaced
https://github.com/SaladLab/Akka.Interfaced
Actor
NodeA NodeB
Interface
Akka.Interfaced
Terse and readable code
- No message class
- Message handler has a form of interface method.
- Message sending has a form of calling a method.
- Influenced by Orleans and WCF Contract.
No type error for implement and using actor.
- Compile-time check for correct message handling.
- Compile-time check for correct message sending.
IHello
Akka.Interfaced
IHello
_count
OnHello
M1M2M3
greeter
greeterHello(…)
_count
IHello
.Hello
M1M2M3
greeter
greeterIHello.Hello(…)
Akka.NET style
// define message
class Hello { public string Name; }
class HelloResult { public string Say; }
// implement actor
class HelloActor : ReceiveActor {
public HelloActor() {
Receive<Hello>(m => {
Sender.Tell(new HelloResult($"Hello {m.Name}!")});
});
// use actor
var result = await actorRef.Ask<HelloResult>(new Hello("World"));
Print(result.Say);
Akka.Interfaced style
// define interface
interface IHello : IInterfacedActor {
Task<string> SayHello(string name);
}
// implement actor
class HelloActor : InterfacedActor<HelloActor>, IHello {
async Task<string> IHello.SayHello(string name) {
return $"Hello {name}!";
}
// use actor
Print(await helloRef.SayHello("World"));
Akka.Interfaced.SlimSocket
https://github.com/SaladLab/Akka.Interfaced.SlimSocket
Actor
NodeA NodeB
Client
Interface
Akka.Interfaced.SlimSocket
No client role in Akka
- Everyone can send any messages to any actors.
Access control
- Client can only send a message in allowed interfaces to
permitted actors.
Supports .NET 3.5
- Implement a small part to send a message to an actor in
server.
- Not necessary: Create actor, hierarchy, cluster and so on.
Akka.Interfaced.SlimSocket
Actor1Ref
Client Server
SlimSocket.Client SlimSocket.Server
Actor1 Actor2
ClientSession
Actor2Ref
protobuf/tcp
Akka.Cluster.Utility
https://github.com/SaladLab/Akka.Cluster.Utility
Actor
NodeA NodeB
?
Discovery / Table
Akka.Cluster.Utility: ActorDiscovery
Actor Discovery
- To find interesting actor in a cluster
Akka.Cluster.Utility: ActorDiscovery
NodeA NodeB
ActorDiscovery ActorDiscovery
UserActor ServiceActor UserActor UserActor
Register
Notify Notify
share state
Listen Listen
Akka.Cluster.Utility: ActorDiscovery
// register actor
class ServiceActor {
override void PreStart(){
Discovery.Tell(new Register(Self, nameof(ServiceActor)));
}
// discover registered actor
class UserActor {
override void PreStart() {
Discovery.Tell(new Monitor(nameof(ServiceActor)));
}
void OnActorUp(ActorUp m) { ... }
void OnActorDown(ActorDown m) { ... }
Akka.Cluster.Utility: DistributedActorTable
Distributed Actor Table
- Contains distributed actors across several nodes in a cluster.
- Registered with unique key in a table.
- Similar with sharding but more simpler one.
- There is a master node. (SPOF/B)
Akka.Cluster.Utility: DistributedActorTable
NodeA NodeB
ActorTable
ID ActorRef
1 Actor1
2 Actor2
3 Actor3
NodeC
Actor1
Actor2
Actor3
Actor4
Akka.Cluster.Utility: DistributedActorTable
// create table
var table = System.ActorOf(
Props.Create(() => new Table("Test", ...)));
// create actor on table
var reply = await table.Ask<CreateReply>(new Create(id, ...));
reply.Actor;
// get actor from table
var reply = await table.Ask<GetReply>(new Get(id));
reply.Actor;
TrackableData
https://github.com/SaladLab/TrackableData
Actor
NodeA NodeB
Client DB
State Sync
TrackableData
Sync data in n-tier
- Propagates changes to client, server and DB.
- Change tracking library rather than general ORM.
- Supports .NET 3.5 / Unity3D
- Supports
- Json, Protobuf
- MSSQL, MySQL, postgreSQL, MongoDB, Redis
Production Ready
- Used in MonsterSweeperz
TrackableData
ServerClient DB
User
Gold=10
Cash=20
User
Gold=10
Cash=20
User
Gold=10
Cash=20
User
Gold=15
Cash=20
User
Gold=15
Cash=20
User
Gold=15
Cash=20
CreateSnapshot
Gold+=5Change Save
TrackableData
interface IUserData : ITrackablePoco<IUserData> {
string Name { get; set; }
int Level { get; set; }
int Gold { get; set; }
}
var u = new TrackableUserData();
// make changes
u.Name = "Bob";
u.Level = 1;
u.Gold = 10;
Print(u.Tracker);
// { Name:->Bob, Level:0->1, Gold:0->10 }
Real-time online Tic-tac-toe
Reference game for proving akka.net based game server.
Features
User account
- User can login with ID and password.
- User data like status and achievements is persistent via DB.
Real-time game between users
- Turn game with turn-timeout
- Finding an opponent with matchmaker.
- When no opponent, bot will play with an user.
https://github.com/SaladLab/TicTacToe
Project structure
Domain
Domain.Tests
GameServer
GameServer.Tests
GameClient
450 cloc
965 cloc
1141 cloc
GameUser
Game
GameBot
User
Cluster node structure
User
User
Login
Game
GamePair
Maker
GameBot
User
Table
Game
Table
Master User Game
Actor structure
Client
Client
Session User
User
Login
Game
GamePair
Maker
GameBot
MongoDB
Main tasks
Login
Match
Making
Join
Game
Game
Play
Finish
Game
Login
LoginActor will
- Be a first actor which client can access.
- Authenticate user with ID and password.
- Create an user actor and bind it with client.
Client can communicate with only bound actors.
- Only through bound interfaced even for bound actors.
Login: Actor
Client
Client
Session User
User
Login MongoDB
Login
Create
Bind
Login: Code
// client requests login to server
var t1 = login.Login(id, password, observerId);
yield return t1.WaitHandle;
// check account, create user actor and bind it to client
async Task<LoginResult> IUserLogin.Login(id, password) {
var userId = CheckAccount(id, password);
var user = CreateUserActor(userId);
await UserTable.AddUserAsync(userId, user);
var bindId = await ClientSession.BindAsync(user, typeof(IUser));
// client gets user actor
var user = new UserRef(t1.Result);
Client
Server
Matchmaking
Behavior
- Client sends a request to a pair-maker and waits for 5 secs.
- A pair-maker enqueues a request.
- When there are 2 users on queue, make them a pair.
- When timeout, a bot is created and make a pair.
Matchmaking: Actor
Client
Client
Session User
Game
GamePair
Maker
Register
Create
Created
Matchmaking: Code
// client requests pairing from UserActor
yield return G.User.RegisterPairing(observerId).WaitHandle;
// UserActor forwards a request to GamePairMakerActor
class GamePairMakerActor : ... {
void RegisterPairing(userId, userName, ...) {
AddToQueue(userId);
}
void OnSchedule() {
if (Queue.Count >= 2) {
user0, user1 = Queue.Pop(2);
CreateNewGame();
user0.SendNoticeToUser(gameId);
user1.SendNoticeToUser(gameId);
Join game
Behavior
- GameRoom actor will be created for every games.
- User gets an ActorRef to GameRoom from a pair-maker.
- User enters GameRoom and starts playing.
- On entering user registers GameObserver to listen game
events.
Join game: Actor
Client
Client
Session User
Game
Join
Join
Bind
Join game: Code
// client sends a join request to UserActor.
var ret = G.User.JoinGame(roomId, observerId);
yield return ret.WaitHandle;
// UserActor forwards a request to GameActor.
// when done, grant GameActor to Client as IGamePlayer.
class UserActor : ... {
async Task<...> IUser.JoinGame(long gameId, int observerId) {
var game = await GameTable.GetAsync(gameId);
await game.Join(...);
var bindId = await BindAsync(game.Actor, typeof(IGamePlayer));
return ...;
}
Game play
Behavior
- Client plays game with an ActorRef to GameRoom.
- Client gets game events like opponent’s turn and result of
game from a GameObserver registered to GameRoom.
Game play: Command: Actor
Client
Client
Session
Game
MakeMove
GameRef.MakeMove(2,1)
Game play: Command: Code
// client sends a move command to GameActor
class GameScene : MonoBehavior, IGameObserver {
void OnBoardGridClicked(int x, int y) {
_myPlayer.MakeMove(new PlacePosition(x, y));
}
// GameActor proceeds the game by command
public class GameActor : ... {
void MakeMove(PlacePosition pos, long playerUserId) {
DoGameLogic();
...
}
Game play: Game events: Actor
Game
Client
Session
MakeMove
Client
GameObserver.MakeMove(2,1)
MakeMove
Game play: Game events: Code
// GameActor broadcasts game events to clients
public class GameActor : ... {
void MakeMove(PlacePosition pos, long playerUserId) {
...
NotifyToAllObservers((id, o) => o.MakeMove(...));
}
// client consumes game events
class GameScene : MonoBehavior, IGameObserver {
void IGameObserver.MakeMove(...) {
Board.SetMark(...);
}
Finish game
Behavior
- Game room reports on the end of game to user actor.
- User actor updates user’s status and achievements and
propagates changes to client and DB.
- Destroy a game room actor.
Finish game: Actor
Client
Client
Session User
Game
End
End
MongoDB
Update
Update
Kill
Finish game: Code
// UpdateActor updates user state when the game is over
void IGameUserObserver.End(long gameId, GameResult result) {
_userContext.Data.GameCount += 1;
// flush changes to client and storage
_userEventObserver.UserContextChange(_userContext.Tracker);
MongoDbMapper.SaveAsync(_userContext.Tracker, _id);
_userContext.Tracker = new TrackableUserContextTracker();
}
// when no one left in GameActor, kill actor
void Leave(long userId) {
NotifyToAllObservers((id, o) => o.Leave(playerId));
if (_players.Count() == 0) {
Self.Tell(InterfacedPoisonPill.Instance);
Conclusion
Akka.NET
Good to go
- Akka.NET is a handy building block.
- Akka.Interfaced.SlimSocket allows an Unity3D client to
interact with an interfaced actor.
Keep in mind that it is still young
- Quite stable to use.
- But it is quite early to say “matured”.
- When something goes wrong, it is necessary to check
not only your code but also library code. 
Try it
Tic-tac-toe
- Grab sources and run it
- https://github.com/SaladLab/TicTacToe
Libraries
- Visit project Github pages
- Get libraries from NuGet and Github Releases
Thank you

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