大规模多人在线游戏的点对点基础设施支持

S. Rieche, Klaus Wehrle, M. Fouquet, H. Niedermayer, L. Petrak, G. Carle
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引用次数: 38

摘要

在过去的几年里,在互联网上玩的多人游戏变得非常流行。一个有趣的子类是所谓的大型多人在线游戏(mmog),它允许成千上万的玩家角色共享一个游戏世界。这样的世界通常运行在高性能和高可用性的服务器集群上。然而,即使是经过广泛测试的游戏,由于硬件或软件故障而停机数小时的情况也并不少见。停机时间,特别是在游戏发行后的前几周,会对游戏和游戏制作公司的形象产生负面影响。传统上,一个服务器集群包含一个MMOG的虚拟世界。这样的基础设施不灵活,而且容易出错。人们更希望拥有一个允许在运行时断开服务器连接而其他服务器接管其任务的系统。如果玩家集中在游戏世界的某些部分,或者某些世界人口过多,基于服务器的mmog就会出现性能问题。因此,还需要负载平衡机制。点对点(P2P)系统很自然地支持使用负载平衡。在本文中,我们使用结构化的P2P技术来组织基础设施,从而减少mmog中的停机时间。我们将游戏世界分割成若干个分离的矩形区域,并将它们分布在P2P网络的不同节点上。网络游戏对P2P模式的未来发展是一个有趣的挑战和机遇。这个应用程序涵盖了各种各样的只有理论上解决的问题,特别是尚未完全解决的问题。安全和信任问题以及防止作弊的需要也出现了。应用程序对错误的容忍度不如即时消息传递或文件共享。一致的数据存储是一个问题,决策和事务必须以分散的方式执行。此外,P2P网络不是用作纯粹的查找服务,而是作为一种通信和特定应用程序的社会结构。本文的其余部分组织如下:首先,我们在第2节讨论了相关工作,并在第3节简要介绍了P2P和mmog及其挑战。第4节展示了我们使用结构化P2P系统formmog的方法,第5节展示了对来自真实MMOG的玩家痕迹的评估。最后,第6节给出结论。
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Peer-to-Peer-Based Infrastructure Support for Massively Multiplayer Online Games
Multiplayer games played over the Internet have become very popular in the lastfew years. An interesting subcategory are the so-called massively multiplayeronline games (MMOGs) that allow thousands of player characters to share asingle game world. Such a world is usually run on a high-performance and high-availability server cluster. However, even with games that have been extensivelybeta-tested, downtimes of several hours because of hard- or software failures arenot uncommon. Downtimes, especially in the first few weeks after the release,can negatively affect the image of the game and the company that created it.Traditionally, a cluster of servers contains one virtual world of a MMOG.Such infrastructure is inflexible and error-prone. One would rather like to havea system that allows disconnecting a server at runtime while others take overits tasks. Server-based MMOGs can have performance problems if players areconcentrated in certain parts of the game world or some worlds are overpopu-lated. Thus, there is also a need for load balancing mechanisms. Peer-to-Peer(P2P) systems quite naturally support the use of load balancing.In this paper we use a structured P2P technology for the organization of theinfrastructure and thus for the reduction of downtimes in MMOGs. We splitthe game world in disjunctive rectangular zones and distribute them on differentnodes of the P2P network.Online games are an interesting challenge and chance for the future devel-opment of the P2P paradigm. A wide variety of aspects of only theoreticallysolved and especially yet completely unsolved problems are covered by this ap-plication. Security and trust problems appear as well as the need to preventcheating. The application is not as tolerant to faults as instant messaging or filesharing. Consistent data storage is a problem, decisions and transactions haveto be performed in a decentralized way. Moreover, the P2P network is not usedas pure lookup service, but more as a communication and application-specificsocial structure.The rest of this paper is organized as follows: First we discuss related work inSection 2 and give a brief introduction to P2P and MMOGs and their challengesin Section 3. Section 4 shows our approach to use structured P2P Systems forMMOGs and section 5 the evaluation with player traces from a real MMOG.Finally, Section 6 provides conclusions.
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