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Research On Game Scalability And Consistency In Peer-to-Peer Game Platform

Posted on:2012-06-27Degree:MasterType:Thesis
Country:ChinaCandidate:L WuFull Text:PDF
GTID:2218330362456521Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
In recent years, E-Sports, as a healthy sport, become more and more popular, which basically includes Sports Game, Fight Game and Real-Time Strategy Game and so on. P2P is introduced to Multiplayer Online Game Platform, which overcomes these shortcomings like large bandwidth consuming and bad scalability of C/S Based Game Platform. With the rapid development of E-Sports, players who use E-Sports games platform are becoming more and more. How to improve gaming services to online Multiplayer is still a big challenge. Two problems are still unsolved in E-Sports games platform. One is the scalable structure of servers'deployment instead of the scalable protocol to distribute game state with low-delay. The other is the invisible game state to all the players in the same room.To the first problem, a scalable deployment is introduced. One game room is composed of several servers which are Tracker Server, Meta Server, NAT Server, Forward Server and Log Server. Those servers provide highly efficient and reliably player game services, and the game platform scalability and stability are well improved.To the second problem, hook is used to get each player's game state and game state is preserved in a server which received all the players'game state in the same room. Then distribute game state through P2P overlay to maintain the consistency of the game state, and present to every player through the user interface which enhances the players gaming experience.From simulations and data log analysis, this system has good functionality and performance. To scalability, in a link of 100 Mbps with 80 percent usage, FS can server 2,000 players, and NAT can server 280,000 players, and MS can server 1,800,000 players. To consistency, a game room can accommodate 10,000 concurrent players or more in a link of 100 Mbps. Total waiting time on average caused by network latency is about 20 seconds. As the user scale varies, bandwidth consumption of servers is 1/10 of that in the game systems of C/S.
Keywords/Search Tags:E-Sports, Game, P2P, Scalability, Consistency
PDF Full Text Request
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