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Environmental Studies, Distributed Mmorpg Server Scene Components

Posted on:2010-02-13Degree:MasterType:Thesis
Country:ChinaCandidate:M X LiuFull Text:PDF
GTID:2208330332478253Subject:Computer application technology
Abstract/Summary:
With the rapid increase in the number of MMORPG(massively multiplayer online role-playing games) online gamers, MMORPG server load problem has become one of the important factors in constraining MMORPG development. At present, there are two solutions:First, establish independent game server in different areas; Second, separate independent functional modules in MMORPG from another, put it on a separate server running, thus alleviating the burden on the main logic server. But the first method makes the players registered in servers of different area can not interact with each other, greatly reduces the fun of the game; The second method can only be a drop in the bucket and can not really solve MMORPG server load problem.Currently, the research on resolving MMORPG load problem are mainly based on the players Games density in the world map, according to map dynamically partition the game world, and then deployed in different servers. However, this method greatly increased the complexity of MMORPG development, dynamic segmentation algorithm is complex, at present there is no better dynamic segmentation algorithm.Based on the foregoing, this paper useing scene as a unit to divide game world, abstracting scene components, providing runtime environment of scenes components, the environment can monitor the super-load scene components server and start the load transfer computing, drive the Scene component in super-load server to transfer, thereby stimulate players role in scenes to transfer, reduce the number of online gamers in the super-load server. It is different from using map to divide game world, it can divide game world in a smaller size,and can avoid a series of complexity brought by dynamically divide game world. Therefore, this study provides an important reference value from a different perspective in solving the MMORPG server load problem. In this paper, complete the following tasks:1. analyze MMORPG architecture, design the architecture of distributed MMORPG server scenes component environment, it can maintain the connection between the client-side scene components and server-side components transparency, ensure the transfer of scene components does not affect the correct served of client message.2. Define four states for scene components, and provide transformation rules, through the same scene components state transition in moving out server and move into servers to achieve the purpose of the scenes component transfer.3. Design load transfer calculation algorithm, it can ensure the related running scene component deployed in the same server while transferring scene components, it will reduce transferring players data from one server to another server because players make cross-scenes move.4. use components dynamic configuration system consistency theory to analyze system consistency involved in scene component dynamic transfer, and accord these consistency give system consistency approach in scene component dynamic relocation, and give the algorithm steps of scene components dynamic relocation.5. Finally, based on the open source game engine CS plug-ins system, implement a prototype of distributed MMORPG server scene component environment, use six process to simulate network environment, deploy and run the prototype, verify the feasibility of the topic.
Keywords/Search Tags:MMORPG, Scene Component, Load Transfer, Component Dynemic Transfer
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