Clustering development insight

Dear community,
As announced previously, the development team started working on a clustering system for our PvP realm.
A clustering system will allow us to distribute the load of a realm over a cluster of servers.

The first advantage of this system is scalability: it would split the computations over different servers, thus allowing the realm to be more responsive when we are over 10k players.
The second advantage is flexibility: since we're getting more players, we would only have to plug new servers on the system, instead of having to buy a completely new hardware each time.
And the third advantage is resilience: if one node crashes, only the players logged to this node will be disconnected. The other players won't even notice it. If the master server crashes, the nodes will still be able to save the players to the database, which will mean the end of the rollbacks.
https://youtu.be/RL06DdydiC0
This video show a succesfull transfer of a character from master's server to a different node/realm. Technically, from a player point of view, it's the same mechanism as when a character enter/leave a donjon.
This is the first time that a clustering system is developed for WoW emulation at this level. To our knowledge, no-one has ever created a clustering system used in a production by a server. Why ? It is not an easy thing to set up, and it requires a true programming expertise in different fields (security, network, performance, wow emulation ...) to code it.
Now that this first step is done, next one will be to deploy this system for donjons at first, then raids, battlegrounds and finally continent as a whole, resulting into a no lag server no matter the number of players logged in.
In our implementation choices, we kept in mind that this system could allow us - in the future - to create cross-realms battlegrounds
Once again, thanks for your support, and get ready for more interesting news !
Nostalrius dev team.
As announced previously, the development team started working on a clustering system for our PvP realm.
A clustering system will allow us to distribute the load of a realm over a cluster of servers.

The first advantage of this system is scalability: it would split the computations over different servers, thus allowing the realm to be more responsive when we are over 10k players.
The second advantage is flexibility: since we're getting more players, we would only have to plug new servers on the system, instead of having to buy a completely new hardware each time.
And the third advantage is resilience: if one node crashes, only the players logged to this node will be disconnected. The other players won't even notice it. If the master server crashes, the nodes will still be able to save the players to the database, which will mean the end of the rollbacks.
https://youtu.be/RL06DdydiC0
This video show a succesfull transfer of a character from master's server to a different node/realm. Technically, from a player point of view, it's the same mechanism as when a character enter/leave a donjon.
This is the first time that a clustering system is developed for WoW emulation at this level. To our knowledge, no-one has ever created a clustering system used in a production by a server. Why ? It is not an easy thing to set up, and it requires a true programming expertise in different fields (security, network, performance, wow emulation ...) to code it.
Now that this first step is done, next one will be to deploy this system for donjons at first, then raids, battlegrounds and finally continent as a whole, resulting into a no lag server no matter the number of players logged in.
In our implementation choices, we kept in mind that this system could allow us - in the future - to create cross-realms battlegrounds

Once again, thanks for your support, and get ready for more interesting news !
Nostalrius dev team.