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Implementation And Research On A Real-time Engine For Multi-user Online Games

Posted on:2009-02-06Degree:MasterType:Thesis
Country:ChinaCandidate:D W YaoFull Text:PDF
GTID:2178360272957788Subject:Communication and Information System
Abstract/Summary:PDF Full Text Request
With entry into 21st century, people's ways of entertainment are greatly diversified. As a new emerging industry, the industry of network gaming is attracting our attention. It is impelling the process of its' digital development with the support by the maturity of Computer Network. How Computer Science plays a better role in the industry and how we develop gaming software with high quality is into our consideration. In this thesis, the system of network gaming server is the object of our study. Deep theory study and practical using about the research and development of network gaming application software is discussed.The growing course, background, actuality, tendency and technological characteristics of Internet Online Games (IOG) have been reviewed and summarized at the beginning of this work, based on which, it analyzes IOG's technological and runtime features. The key problem, or say, the most important requirement of IOG: timely interaction when many users being online, is given a better solution in the process of chess IOGs'programming. At the same time, multi-user online system's robusticity and reliability are concerned here; the article also gives a discussion and forecasts to IOG's perspective.IOG has two implement modes: Client/Server and Web, which were compared in view of technology. It brings forward 3 implementation plans for the communication between Client and Server: encapsulation from Windows Socket API, take advantage of Java ServerSocket class, or Java RMI class. By analyzing and validating, the 3rd one is chosen, and the concurrent connection-oriented server mode is selected to make the most us of the multiple thread mechanism of Windows OS. To improve system's performance, several measures are divised in programming as follows: more logically task division between client and server, consolidated and more compact message format, message with PRI, and monishing the server's calculating complexity,investigating users' feeling and psychological idiosyncrasy, moreover simulation program was written to test and analyze the system interaction. Consequently, this IOG system evidently has better interactive performance compared with other IOGs being used at present. Meanwhile, the system possesses quite robusticity and reliability by means of centralized states management and finished message check. Through internal test and verification, as a unified gaming system construction mode, the designed gaming client/Server system can sustain more players provided with good gaming services, which is significant for the digital development of gaming industry.
Keywords/Search Tags:internet, java, online game, remote method invocation
PDF Full Text Request
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