GameDev scenarios

Optional proxies

Version Control for .NET developers

Remote Access and network optimization using Proxies

Proxy vs distributed:

Under some specific circumstances teams will prefer proxies than using a replicated server.

The benefits of distributed/replicated over proxy based solutions are clear: if the connection goes down, the teams depending on proxies won't be able to continue working with the main server.

That's the reason why we always encourage the use of distributed servers instead of proxies for distributed scenarios.

Plastic is all about flexibility, though, so a proxy server is available.

Typical proxy-based multi-site scenario.
Typical proxy-based multi-site scenario. Plastic recommends the use of distributed servers instead (proxies are supported too).
Proxies on different network segments on a central server scenario
Proxies on different network segments on a central server scenario.

Using proxies for sites with really heavy load:

There are scenarios where we recommend the use of proxies:

  • Consider a centralized setup with several hundreds of developers working directly with the same central server.
  • Different developer groups are on different network segments.
  • The high data traffic (more than 1000 developers overall) can potentially be too high to be directed to the central server.

Under these circumstances is where introducing a proxy server on each network segment can dramatically improve overall performance by reducing data requests (updates) to the central server.