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Re:How we built an auto-scalable Minecraft server for 1000+ ... by gravypod on Saturday September 04, 2021 @05:23PM (#28419371)
This is very impressive work! Do you plan to make WorldQL highly available? It seems like if it died you'd loose the server.
Re:How we built an auto-scalable Minecraft server for 1000+ ... by Jaxkr on Saturday September 04, 2021 @05:45PM (#28419582)
Thank you for your kind words!

WorldQL uses Postgres under-the-hood to store permanent information. I was inspired by companies like TimescaleDB which build new functionality on top of Postgres’s rock-solid base.

Any high-availability solution for Postgres will also be available for WQL.

Re:How we built an auto-scalable Minecraft server for 1000+ ... by gravypod on Saturday September 04, 2021 @06:07PM (#28419776)
Do the clients of WorldQL (the workers) know how to gracefully fail over when WorldQL fails?
Re:How we built an auto-scalable Minecraft server for 1000+ ... by Jaxkr on Saturday September 04, 2021 @07:48PM (#28420484)
No. They fail very ungracefully. But it’s something I’m planning to implement in the future.
Re:How we built an auto-scalable Minecraft server for 1000+ ... by xupybd on Saturday September 04, 2021 @07:45PM (#28420466)
Do you use postgis for spatial queries?
Re:How we built an auto-scalable Minecraft server for 1000+ ... by Jaxkr on Saturday September 04, 2021 @08:15PM (#28420636)
No. All spatial queries use WorldQL’s in-memory k-d tree implementation and are not used for permanent world alterations.

For the Minecraft world catch-up example, it’s as simple as querying Postgres for block records in a certain chunk after a certain timestamp. No fancy spatial stuff happens on the Postgres side.

Re:How we built an auto-scalable Minecraft server for 1000+ ... by steve-chavez on Sunday September 05, 2021 @11:10PM (#28429863)
Could yo elaborate on why you don't use PostGIS? I've always assumed its C algorithms are high-performance.