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Research And Design Of EPOLL-based The Network Game Server Communication Structure

Posted on:2013-12-18Degree:MasterType:Thesis
Country:ChinaCandidate:C H WangFull Text:PDF
GTID:2248330371470723Subject:Electronics and Communications Engineering
Abstract/Summary:PDF Full Text Request
With the rapid development of Internet technology and continuously improve of network hardware performance, the network game has become electronic game industry growing fastest in the type of game, and also become the IT industry one of the important profit growth point, its huge market demand attracts more and more professional game developers to join. The network game servers need for a large number of customer service at the same time, so it needs to have good stability, also needs to respond to the request of customer, so the requirement of real-time is also very high. And communication is the pillar of the network server part, so communication in the system framework directly determines the efficiency server performance. System in the allocation of resources, Socket management, the way I/O model selection and game agreement directly affect the efficiency of the communication.This paper chooses Linux platform of Epoll mechanism as basic structure of network communication model, and Epoll mechanism is used to the communication layer of the network game, It is a complicated game server in user request on the problems of provides a good solution, and combining with the network game agreement layer and the thread pool technology can construct a effective network game servers.This paper firstly analyses the network game’s research history and its development trend, and then describes the network structure and characteristics of the game servers, and based on this, focus on the server communication structure of the functional requirements of the system structure and design. In order to improve the system architecture expansibility and maintainability, it uses the object-oriented method to reduce the coupling between modules, enhance the system of general. Secondly it detailed analyses the network game server communication system in the level of structure and other communications aspects of the related technologies, introduces the socket descriptor. To many kinds of network I/O the advantages and disadvantages of each model are compared, and this paper analyses the Epoll model. Because the whole network communication process all is the event driven I/O way, and how to deal with a large Numbers of users and request has been network game server of a bottleneck. This paper studies through the Epoll management socket descriptors to handle the massive customers connection, data transmission, and finally, and each each of module in the system design and implementation, including the network I/O management, socket surveillance, game agreement and memory pool design, etc, to solve the problems encountered in the design of the server has a good project reference value.
Keywords/Search Tags:Linux, EPOLL Mechanism, Network Game Servers, CommunicationStructure, Network I/O Model
PDF Full Text Request
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