In recent years,MMO have gotten more and more attention.They have advantages such as two-way information exchange,quick speed and no restrict of space and fundementally improve of games.For MMO,the feature mostly attracts people is the multi-people's interaction and cooperation.However,the function of in personal computer games has been in the secondary place.MMO are based on the network.The lag of network has become the most primal problem.After careful studies on the previous works in the related aera,in this dissertation,we propose a novel MMO architecture,as well as a synchronization algorithm,by which,lags can be greatly reduced.The hybird P2P nature of this architechture can fully exploit the merits of both the Client/Server structure and the P2P structure,and makes it possible for two random peers to directly communicate without the efforts of a server.Thus,the lags in networks can be minimized.In the meantime,an improvement of the traditional DR synchronization algorithm has been presented to provide better supports for the hybird P2P MMO architecture.The result of the simulation experiment shows that the average lags in the network module based on P2P are lower than those in the Client/Server networks.We conclude that this architecture and the synchronization algorithm can improve the performance of game softwares and suggest a new MMO mode. |