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---
id: wiki-2026-0508-eve-온라인-eve-online
title: EVE 온라인(EVE Online)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [EVE Online, EVE, CCP Games]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, mmo, sandbox, virtual-economy, distributed-systems]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: stackless-python
framework: tranquility
---
# EVE 온라인(EVE Online)
## 매 한 줄
> **"매 single-shard MMO sandbox 의 player-driven economy 의 22-year proof"**. EVE Online (CCP Games, 2003-) 매 single persistent universe 매 모든 players 의 same world 의 share — 매 player-built corporations, wars, markets, espionage 의 ground truth. Architecture (Stackless Python + StacklessIO + cluster), economy, sandbox design 매 industry case study.
## 매 핵심
### 매 Architecture (Tranquility)
- **Single shard**: 매 모든 players 매 one universe — 매 7,800+ star systems.
- **Per-system simulation node**: 매 system 매 one node 의 simulate, 매 nodes 매 cluster 의 distribute.
- **Stackless Python**: 매 lightweight tasklets 매 thousands 의 ships 의 concurrent simulation.
- **Time Dilation (TiDi)**: 매 fleet fight 의 thousands 의 ships 시 매 time slow-down (10%까지) — 매 graceful degradation.
### 매 Economy
- **Player-driven 99%**: 매 모든 ships, modules, structures 매 player-mined / built.
- **PLEX**: 매 real-money item 의 in-game ISK 의 trade — 매 secondary market.
- **Real economist**: 매 CCP 매 in-house economist (Eyjólfur Guðmundsson) 매 quarterly reports 의 publish — 매 inflation, sink/faucet balance.
### 매 응용
1. Sandbox MMO design reference.
2. Distributed simulation scaling case.
3. Virtual economy research (papers).
4. Emergent player politics — Goonswarm, Test Alliance.
## 💻 패턴
### TiDi-style adaptive tickrate
```python
class AdaptiveSimulation:
def __init__(self, target_fps=10):
self.target_dt = 1.0 / target_fps
self.tidi = 1.0 # 1.0 = real-time, 0.1 = 10% speed
def step(self, entities):
start = time.monotonic()
for e in entities:
e.update(self.target_dt * self.tidi)
elapsed = time.monotonic() - start
# If frame took longer than budget, dilate
if elapsed > self.target_dt:
self.tidi = max(0.1, self.target_dt / elapsed)
else:
self.tidi = min(1.0, self.tidi + 0.05)
```
### Per-system node assignment
```python
SYSTEM_NODES = {} # system_id -> node_id
def route_player(player, system_id):
node_id = SYSTEM_NODES.get(system_id)
if node_id is None:
node_id = pick_least_loaded_node()
SYSTEM_NODES[system_id] = node_id
forward_to_node(node_id, player)
def reinforce_system(system_id, expected_players):
"""
Pre-fight reinforcement: 매 large fleet 의 expected 시
매 system 의 dedicated high-spec node 의 move
"""
if expected_players > 500:
move_system_to_node(system_id, get_dedicated_node())
```
### ISK economy faucet/sink tracking
```python
@dataclass
class EconomicEvent:
type: Literal['faucet', 'sink']
source: str # 'mission_reward', 'market_fee', 'jump_clone_cost'
amount: int # ISK
actor_id: str
ts: datetime
def monthly_economic_report(events: list[EconomicEvent]):
by_source = defaultdict(lambda: {'in': 0, 'out': 0})
for e in events:
bucket = 'in' if e.type == 'faucet' else 'out'
by_source[e.source][bucket] += e.amount
total_in = sum(b['in'] for b in by_source.values())
total_out = sum(b['out'] for b in by_source.values())
return {
'net': total_in - total_out,
'inflation_signal': (total_in - total_out) / max(total_out, 1),
'top_faucets': sorted(by_source.items(), key=lambda x: -x[1]['in'])[:5],
'top_sinks': sorted(by_source.items(), key=lambda x: -x[1]['out'])[:5],
}
```
### Market order matching (regional)
```python
class MarketEngine:
def __init__(self):
self.buy_orders = defaultdict(list) # item_id -> [orders]
self.sell_orders = defaultdict(list)
def place_buy(self, order):
sells = sorted(self.sell_orders[order.item_id], key=lambda o: o.price)
remaining = order.quantity
for s in sells:
if s.price > order.max_price: break
qty = min(remaining, s.quantity)
self.execute_trade(order.buyer, s.seller, order.item_id, qty, s.price)
s.quantity -= qty
remaining -= qty
if remaining == 0: break
if remaining > 0:
order.quantity = remaining
heapq.heappush(self.buy_orders[order.item_id], order)
```
### Killmail event sourcing
```python
@dataclass
class Killmail:
victim_id: str; attackers: list[str]
ship_type: str; system_id: str
isk_destroyed: int
ts: datetime
final_blow: str
# 매 immutable log — 매 zKillboard / EveWho 의 derive
def replay_corp_history(killmails: list[Killmail], corp_id: str):
losses = sum(k.isk_destroyed for k in killmails if member_of(k.victim_id, corp_id))
kills = sum(k.isk_destroyed for k in killmails
if any(member_of(a, corp_id) for a in k.attackers))
return {'isk_efficiency': kills / max(kills + losses, 1)}
```
### Sovereignty / structure timer
```python
class StructureTimer:
"""매 attacked structure 매 reinforce mode 의 enter — 매 24h timer."""
def __init__(self, structure_id):
self.id = structure_id
self.state = 'anchored'
self.timer_end = None
def take_damage(self, dmg):
if self.state == 'anchored' and self.hp_below(50):
self.state = 'reinforced'
self.timer_end = now() + timedelta(hours=24, minutes=randint(0, 360))
elif self.state == 'reinforced' and now() >= self.timer_end:
self.state = 'vulnerable'
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Massive single-world MMO | 매 EVE 의 per-system node + TiDi |
| Sharded MMO (WoW-style) | 매 EVE pattern 의 not-needed |
| Player economy 의 desire | 매 explicit faucet/sink design + economist |
| Sandbox vs themepark | 매 EVE-style emergent vs scripted quests |
| Anti-griefing | 매 EVE 의 high/low/null-sec gradient |
**기본값**: 매 single-shard 매 only 매 specific tradeoff 의 worth — 매 most MMOs 매 sharding 의 simpler. Economy 매 EVE pattern 의 broad applicability.
## 🔗 Graph
- 응용: [[Virtual-Economy]]
- Adjacent: [[CCP-Games]]
## 🤖 LLM 활용
**언제**: 매 player-economy game design reference. Distributed simulation 매 graceful degradation case. Virtual economy academic study.
**언제 X**: 매 non-MMO context. 매 small game 매 EVE complexity 의 over-apply.
## ❌ 안티패턴
- **No sinks**: 매 only faucets — 매 hyperinflation. EVE 매 broker fees, jump clone, structure costs 의 sinks.
- **Hard server cap**: 매 no TiDi 매 fleet fight 의 disconnect storm. Graceful slow-down 의 prefer.
- **Dev intervention 의 economy**: 매 CCP 매 historically 의 hands-off — 매 player corp scams 매 allowed. 매 too much intervention 매 sandbox 의 break.
- **Single-shard 의 cargo-cult**: 매 most games 매 single-shard 의 not-need — 매 sharding cost 의 cheaper.
## 🧪 검증 / 중복
- Verified (CCP Games dev blogs; "EVE Online: How to Build a Single-Shard MMO" GDC; Eyjólfur Guðmundsson MER reports).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — EVE architecture + economy + 6 patterns |