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Application Of Distributed Concurrent Server In Leisure Game

Posted on:2014-02-13Degree:MasterType:Thesis
Country:ChinaCandidate:X Y ChenFull Text:PDF
GTID:2208330434972576Subject:Computer technology
Abstract/Summary:PDF Full Text Request
This paper mainly studies the contents as follows:1. Systematically analyzing the field characteristics of online games and recreational athletic web games, so as to obtain their current situation and major design challenges.2. Analyzing the design difficulties and key points of recreational athletic web games and making the model selection comparison for the applied key technologies; analyzing the different characteristics of different technologies in the network module’s transport layer protocol, so as to obtain their respective adaptive scenes in games; comparing the current popular programs of I/O network model to find the most suitable program in games.3. Making an overall design of servers based on the characteristics of recreational athletic web games. In the server-side program, we adopt a method of distributed systematic framework and divide the games into several areas according to the total number of concurrent users, regions, operator networks (Telecom, China Netcom, etc.). In such a way, when the players register or log in, they will choose an area with the fastest network response speed. Each area is a relatively independent game world, which consists of a set of server clusters. Therefore, based on various stages of the game operation, the needs of new players will be satisfied by opening new server groups. In the virtual world, if there are many online players, a single server will certainly lead to the overload and cannot timely respond to all requests. We distribute the game services into multiple servers according to the function and scenes set in the game as well as coordinate to complete the backstage service processing through the parallel computation of multiple servers. We divide a group of servers into the central management server, login server, world server, gateway server, scene server and fighting server.4. In order to improve the real-time response ability of recreational athletic web games, conducting a deep analysis from the perspectives of memory allocation optimization, CPU allocation optimization, database read/write access mechanism optimization, so as to propose a feasible optimization solution.
Keywords/Search Tags:Server architecture, distributed, concurrent, web games, performanceoptimization
PDF Full Text Request
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