Towards Service Oriented Architecture (SOA) for Massive Multiplayer Online Games (MMOG)

Farrukh Arslan
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引用次数: 6

Abstract

In recent times Massive Multiplayer Online Game has appeared as a computer game that enables hundreds of players from all parts of the world to interact in a game world (common platform) at the same time instance. Current architecture used for MMOGs based on the classic tightly coupled distributed system. While, MMOGs are getting more interactive same time number of interacting users is increasing, classic implementation architecture may raise scalability and interdependence issues. This requires a loosely coupled service oriented architecture to support evolution in MMOG application. Data flow architecture, Event driven architecture and client server architecture are basic date orchestration approaches used by any service oriented architecture. Real time service is hottest issue for service oriented architecture. The basic requirement of any real time service oriented architecture is to ensure the quality of service. In this paper we have proposed a service oriented architecture for massive multiplayer online game and a specific middleware (based on open source DDS) in MMOG's for fulfilling real time constraints.
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面向大型多人在线游戏(MMOG)的面向服务架构(SOA)
近年来,大规模多人在线游戏作为一种电脑游戏出现,使来自世界各地的数百名玩家能够同时在一个游戏世界(公共平台)中进行互动。当前用于mmog的体系结构是基于经典的紧耦合分布式系统。虽然mmog的交互性越来越强,同时交互用户的数量也在增加,但传统的实现架构可能会带来可伸缩性和相互依赖性问题。这需要一个松散耦合的面向服务的体系结构来支持MMOG应用程序的发展。数据流体系结构、事件驱动体系结构和客户端服务器体系结构是任何面向服务的体系结构使用的基本数据编排方法。实时服务是面向服务体系结构研究的热点问题。任何实时面向服务的体系结构的基本要求都是确保服务质量。在本文中,我们提出了一个面向服务的大型多人在线游戏架构和一个特定的中间件(基于开源DDS),以满足MMOG的实时约束。
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