Since a typical server can handle around 10,000-12,000 players, 4000-5000 active simultaneously, dividing the game into several servers has up until now been the solution.
The attacks caused no permanent damage, as they simply temporarily overloaded a website with more traffic than the server could handle.
Well, it turns out that our servers can't handle that at all.
The network's 4,100 servers handle over 2.3 petabytes of data.
That is what I recently did when refactoring how our servers handle session cookies.
The staff once seemed overwhelmed by the crowds, but today the servers handle them with aplomb and finesse.
Another server would handle the file system, calling both of these lower-level servers.
The server handles speech recognition and functions requiring either heavy calculations or data transfer.
It also served as a test case for what Worlds' servers could handle in terms of simultaneous users.
We're working on rolling out a new scalable stack o' servers to handle the demands for the next five years.