基于时间戳的多人在线游戏可扩展框架

Sung-Jin Kim, F. Kuester, K. Kim
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引用次数: 13

摘要

大型多人在线游戏(mmog)正迅速流行起来,因为接入高带宽连接已成为消费市场上的一种商品。随着流行游戏的玩家订阅量达到七位数,同时玩家参与人数达到数十万,需要新的高性能自适应框架来帮助系统程序员。必须解决的主要研究挑战是补偿网络延迟和抖动,保持系统范围的数据一致性,实现游戏玩家之间的公平资源共享和交互,以及随着玩家数量的增加而扩大系统的规模。提出了一种基于全局时间戳的方法,并描述了基于高级面向对象实时编程方法(称为时间触发消息触发对象(TMO)编程方案)的问题和实现方法。
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A global timestamp-based scalable framework for Multi-player Online Games
Massive Multi-player Online Games (MMOGs) are rapidly gaining in popularity, as the access to high bandwidth connectivity becomes a commodity in the consumer market. With player subscriptions for popular games reaching seven digit numbers and concurrent player participation in the hundreds of thousands, new high-performance adaptive frameworks, which aid system programmers, are required. Primary research challenges that have to be addressed are compensating network latency and jitter, keeping system-wide data consistent, enabling fair resource sharing and interaction between game players, and expanding the scale of the system as the number of players increases. A global timestamp based approach is presented and describes issues and implementation approaches based on a high-level object-oriented real-time programming methodology called the time-triggered message-triggered object (TMO) programming scheme.
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