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Revealed

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Game server all over the place. E.G: Half Life (counter strike), Call of Duty, Halo. MMOG (Massively Multi-player Online Games) ... – PowerPoint PPT presentation

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Title: Revealed


1
Jaysheel D Bhavsar
  • Revealed
  • Presented by Jaysheel D Bhavsar

2
Game Taxonomy
  • MOG (Multi-player Online Games)
  • No persistent environment
  • Game server all over the place
  • E.G Half Life (counter strike), Call of Duty,
    Halo
  • MMOG (Massively Multi-player Online Games)
  • Role Playing Games (WoW, LoTR)
  • First Person Shooter (WW-II online, PlanetSide)
  • Real Time Strategy (Mankind, Dreamloads)
  • Social Games (SecondLife)

Jaysheel D Bhavsar
3
MMOG Market share
Jaysheel D Bhavsar
4
World of MMO
customized FTP/HTTP server that allow connections
from a game client which is then updated as
required
takes the user name and password from game
clients and authenticates the account against the
entries in the database
The world/zone servers are the boxes that handle
the actual player data for specific areas of the
game world, including load balancing
customized to optimize the data stream between
the database and the auth/world servers for
player data parsing
Jaysheel D Bhavsar
5
What is World of Warcraft?
  • Well have a look

Jaysheel D Bhavsar
6
Jaysheel D Bhavsar
7
The Game client
  • The program installed on a personal computer is
    the client. It has four primary duties.
  • decodes and displays the data that make up the
    game world, as well as the user interface (UI)
    and any associated add-ons.
  • receives input from user and from a remote server
    and changes the game display accordingly.
  • gives feedback to user and the server, based on
    what's happening in the game.
  • keeps up with any changes user make to game's
    layout and settings (mods).

Jaysheel D Bhavsar
8
Game play
  • Lets play a game

Jaysheel D Bhavsar
9
What do we know so far?
  • MMORPGs are real time games, and have highly
    interactive environment
  • Gamers/Clients interact with each other, and
    computer AIs via server node
  • So far we have been told that UDP is the choice
    of protocol for most real time environments. Let
    review why so.

Jaysheel D Bhavsar
10
Basic Analysis
  • WoW and other MMORPGs use TCPwhy???
  • Analysis of TCP stream shows that PSH bit is set
    in almost all PDUs transmittedwhy???

Jaysheel D Bhavsar
11
Basic Analysis
Jaysheel D Bhavsar
12
Basic Analysis
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13
Main Screen
14
Time line main screen
Open TCP connection, and use HTTP protocol to
download background, music, patch
open TCP connection to port 3724 (blizwow). Get
server ids, and server IP ads
Open TCP connection and use HTTP protocol to
download news and info
Time
Jaysheel D Bhavsar
15
Dash board
16
Time line dashboard
open TCP connection to port 3724 (blizwow).
Authenticate user
open TCP connection and use HTTP protocol to
download game character information
open TCP connection to port 3724 (blizwow). To
the realm of selected user.
Time
17
Game Play
18
Time line in game
Same connection used to interact between user and
server
open TCP connection and use HTTP protocol to get
gamers data from DB server.
Time
Jaysheel D Bhavsar
19
Acknowledgment
  • Dr. K. E. Wommack
  • Dr. P. Amer
  • Blizzard Entertainment
  • http//www.mmogchart.com/
  • Philipp Svoboda, Wolfgang Karner, Markus Rupp
    Institute of Communications and Radio-Frequency
    Engineering Vienna University of Technology,
    Austria
  • A little fun (http//www.southparkstudios.com/epis
    odes/103797) explicit content

Jaysheel D Bhavsar
20
Misc Slides
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21
Play-by-play analysis
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22
Play-by-play cont
  • After pulling data from the archives stored on
    the computer's hard drive, the client creates a
    representation of Aragon's surroundings.
  • The client informs the server of Aragon's
    position and receives information about
    stationary and mobile objects, or mobs, around
    Aragon. A mob is essentially any wandering object
    in the world, but it's most often used to
    describe attackable enemies.
  • When Aragon tries to pick up the stone, the
    client tells the server what Aragon is doing.
    Server also displays a status bar, showing the
    player how long it will take for Aragon to
    retrieve the stone.

Jaysheel D Bhavsar
23
Play-by-play cont
  • The client receives information about the
    goblin's attack from the server. Server
    interrupts Aragon's stone collection when the
    goblin hits Aragon. The client sends information
    to the server about how Aragon defends himself,
    and server receives information about the
    goblin's actions and the progression of the
    fight.
  • Once Aragon kills the goblin and finishes
    collecting the stone, the client stops displaying
    the stone on the ground and instead displays an
    icon representing the stone in Aragon's
    inventory. Client informs the server that Aragon
    has collected the stone, so other players will no
    longer see it in the game world.

Jaysheel D Bhavsar
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