As a server on a single cable manages to send thousands of players simultaneously packages?

Hello, help to understand.
There is a server connected to a single cable and this server is serving thousands of players, how he manages through a single cable to simultaneously send each of the thousands of players packages?
As a result, the opportunity to serve a greater number of players depends on the processor or what?
June 7th 19 at 14:30
2 answers
June 7th 19 at 14:32
Solution
As a server on a single cable manages to send thousands of players simultaneously packages?
Same as a pumping station manages one tube to send to thousands of people in flat water.

the opportunity to serve a larger number of players depends on the processor or what?
In the first place from the app itself which sends players data, not from the network. As a rule, it all depends in the application server.

From the network the only requirement is that she could miss the right amount of information per unit of time.
Some games can be an important delay - the propagation time of a signal to the client.
The delay - time difference between the outgoing package and sent back to the sender. - Collin_Gutmann commented on June 7th 19 at 14:35
time the way back is usually called ping.
Sent a request, got the answer.
And the delay is just the time that a message goes from client to server and Vice versa. - earl.Weissnat commented on June 7th 19 at 14:38
wondering what utility you can check the one-way delay? - Collin_Gutmann commented on June 7th 19 at 14:41
It seems to have not heard of such.
The point is that in some services, the latency, the response is not expected.
For example if we talk about the game - dozens of players send information to the server about the performed operations is important whose data came first.
Ping also measures in both directions, and only a specific Protocol. In the opposite direction the route may be different, and different protocols. - earl.Weissnat commented on June 7th 19 at 14:44
June 7th 19 at 14:34
Solution
Consistently usually
Depends where and CPU and memory and network
Well, here's a ping to the server players have 50ms.
Players 1000.
That is, every 50/1000 = 0.05 MS, the server sends a single packet to one player and than zagrozenie the server, the higher ping? - Collin_Gutmann commented on June 7th 19 at 14:37
the vast majority of "pings" does not depend on the load on the server.
The load is typically distributed among multiple processors/network adapters.

Let us take a simple optical fiber at 1 Gbps + 1 "server" that handles the request of the player for 1 MS. Let's say that game every second is synchronized with the server via a 1 Mbit of data. We find that the server can withstand up to 1024 Mbps*1000 MS/1 Mbps=1,000,000 players. Pretty good for a single server with 1 processor and 1 network card. - earl.Weissnat commented on June 7th 19 at 14:40
instead of one server at high load can stand the balancer, which shove the incoming stream to multiple servers on the outside it will look like a single server.
the number of concurrent channels to a greater extent depends ON the server. the better he wrote, the less demanding it will load.
well, it is quite natural from the physical server resources. but not always... - Collin_Gutmann commented on June 7th 19 at 14:43
,
than zagrozenie the server, the higher ping?
Ping is the trip time from your client to server and back.

This time consists of two quantities -
1)the velocity of the package at all it is close to the speed of light, but when the server is thousands of kilometers away, is already noticeable.
2)And most importantly it depends on the time held the package in the queue on the active equipment in the path.
From the client to the server package is first local network, then local network provider, then through the trunk, to the provider's servers, and finally on a local network server.
Along the way you meet a lot of active equipment - switches, routers, which accept the package, put it in the queue, find out where to send it on,

In General, most of the time, which shows ping, packet is in the queue during a transfer from one line to another.
But this time the number of these "direct links", the speed of operation of network equipment providers, bandwidth provider, and availability of this channel at the moment. - earl.Weissnat commented on June 7th 19 at 14:46
thanks , - Savanna_Witting commented on June 7th 19 at 14:49

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