多人在线游戏的网络流量需求分析

E. Asensio, J.M. Ordua, P. Morillo
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引用次数: 10

摘要

近年来,分布式虚拟环境(DVEs)已成为主要的网络应用之一,这主要是由于娱乐行业中多人在线游戏的巨大普及。虽然虚拟虚拟机系统中虚拟角色产生的工作负载已经有了特征,但多人在线游戏的实际网络流量需求通常受到可用网络带宽的限制(隐藏)。在本文中,我们提出了通过监测局域网中不同游戏比赛产生的网络流量来衡量最流行mog的网络流量需求的方法。网络基础设施由网络服务提供商为该事件明确设计和实现,为每个网络接口实现100 Mbps的持续带宽。因此,潜在的带宽瓶颈从网络转移到系统或应用程序的另一个元素。结果表明,这些应用所需的总带宽不高于1600 Kbps。此外,结果还显示了游戏服务器发送给某些客户端的网络流量的相同变化。这些结果可以作为有效设计mog基础设施的基础。
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Analyzing the Network Traffic Requirements of Multiplayer Online Games
In recent years, distributed virtual environments (DVEs) have become one of the major network applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Although the workload generated by avatars in a DVE system has already been characterized, the actual network traffic requirements of multiplayer online games are usually limited (hidden) by the available network bandwidth. In this paper, we propose the measurement of the network traffic requirements of the most popular MOGs by monitoring the network traffic generated by different game tournaments in a LAN party. The network infrastructure was explicitely designed and implemented for that event by a network service provider, achieving a sustained bandwidth of 100 Mbps for each network interface. Therefore, the potential bandwidth bottleneck was moved from the network to another element of the system or application. The results show that the aggregated bandwidth required by these applications is not higher than 1600 Kbps. Also, the results show identical variations in the network traffic sent to some of the clients by the game server. These results can be used as a basis for an efficient design of MOGs infrastructure.
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