At the moment I have an idea for how to handle distributing MMO servers. At the core is a bunch of worker nodes that all share the same set of distributed hash tables. Each DHT stores a specific game component. Each frame a coordinator server (which there can also be many of) pushes work out to all of the connected worker nodes and wait for them to complete all of the assigned tasks.
The system is also divided up into four parts: the client, which obviously the player uses. The proxy server that sits behind load balancers and users connect to. All they do is process incoming user packets, verify them and passes the request to the work cluster. The work cluster receives packets from proxies and append them to a process queue and wait for the frame event from the controller node to process them.
I just want to know if adding a DHT to the worker nodes like this would be feasible? This should allow redundency and high availability out of the box as DHT's are quite good at that.