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Distributed Simulation Processes and Tools DSPT

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Title: Distributed Simulation Processes and Tools DSPT


1
Distributed Simulation Processes and Tools (DSPT)
  • From HLA to MMOG and Back Again Charles J. Cohen,
    Ph.D.
  • Rob C. Buse
  • Douglas Haanpaa
  • Charles J. Jacobus, Ph.D.

2
Outline
  • Background
  • Bridging the Divide
  • An MMOG 1516 Compliant RTI
  • The Game Developer Friendly API
  • Retrofitting Games that have Multiplay
  • Conclusions

3
Background
  • HLA Middleware between simulation application
    and network/operating system infrastructure
  • HLA Allows developer to generate messages about
    objects, interactions, and component parts
  • HLA SISO/IEEE 1.3 and 1516 specifications for
    standardizing RTI implementations

4
HLA RTI Capabilities
  • Object Management
  • Federation Management
  • Time Management
  • Data Distribution Management (DDM)
  • Management Object Model (MOM)
  • Ownership Management

5
Cybernets First Game Oriented HLA
  • Created our own mini-RTI
  • Not required
  • Time management
  • DDM
  • Save/Restore
  • MoM (implemented our own Lobby Management)
  • Created ImportExportTable interface

6
Cybernets First Game Oriented HLA
  • Needed for game development, but not in HLA
  • Play Time Billing
  • Web site support
  • Player authentication
  • Persistent database (world)
  • Patching and database updates
  • Massive Multiplay (gt100,000)

7
Advantage of HLA
  • Defines a shared distributed object definition
    set
  • Standardizes all communications within a shared
    distributed interactive simulation (DIS)
  • Multiple independently created simulation
  • Can interact within this shared standardized
    object framework
  • Each simulation participant only needs awareness
    of relevant objects/definitions
  • Each simulation independently developed and tested

8
Typical Game Messaging
  • HLA and DIS are peer-to-peer nxn communications
  • HLA not easily scalable
  • Games use Client-Server Model
  • Communications order n

9
Unreal Network Architecture
  • Variable
  • Object
  • Actor
  • Level
  • Tick
  • Game State of Level
  • Instance of Unreal Engine
  • Game Serve

10
DirectPlay Network Architecture
  • DirectPlay is network component of DirectX
  • Not object oriented (like Unreal)
  • Socket-like connection functions
  • Includes
  • Lobby Management
  • Sending messages
  • Receiving messages
  • Implementing callbacks
  • Does not define an sharable object
    orientedstructure between clients and servers

11
Bridging the Divide
  • Allow commercial and military to use their own
    API
  • Implement a scheme to translate between them
  • Use alternative RTIs
  • Require easy to use development tools
  • Government would rather have standardization
  • HLA is more complex than game developer wants

12
Security
  • Cheating / Security / Authentication is a huge
    issue in the gaming community
  • Military, though, can use Peer-to-Peer.
    Training, not gaming, and are supervised
  • Authentication important to both
  • Military assessing access rights based on
    national security policies
  • Commercial support correct billing and
    maintenance of personal information privacy

13
An MMOG 1516 Compliant RTI
  • 1516 API for Windows, WinCE, and Linux/Unix users
  • Includes lobby management, DDM, time management,
    MOM, object, ownership, and federation management
  • For game development, includes
  • Distributed fault tolerant dynamically scalable
    Federation management and message routing fabric
  • Attached message filters, allowing control of
    update and message flow

14
An MMOG 1516 Compliant RTI (cont)
  • For game development, includes (cont)
  • Developer interface over HLA, called
    Point-to-Point Switch, and simplified
    Import/Export Table
  • Shared persistent SQL database function for game
    state
  • Web site template
  • Authentication/billing function

15
Implementation
  • Place Lobby Manager on a broker server to manage
    a large network of federations
  • FedHost process launches upon user request
  • FedHost process are spawned on each repeater
    server (through Lobby Manager)
  • Clients do not communicate with each other
  • Network traffic reduced to order n into the
    FedHost cloud
  • FedHosts perform culling rules

16
Culling Rules
  • Reside on the repeater server
  • Defined as member functions for the attribute
    sets in the FOM file
  • Can use default culling modules
  • Can develop game-specific culling routines in
    DLLs
  • Can be used to implement security or quality of
    service algorithms
  • Can be turned on and off at run-time

17
More Game Implementations
  • Can shift clients from failed FedHosts to new
    ones without stopping the game (dynamic
    rebalancing)
  • Clients/Federates run by game user (residing on
    Win CE, Windows, or Linux/Unix machines)
  • Federation created by first Host Federate request
    to the Lobby Manager
  • Game Server Federate(s) used to control aspects
    of game not implement in client (such as score
    book keeping, persistent elements, etc.)
  • Database/Authentication Server can be encrypted

18
The Game Developer Friendly API
  • Need to hide HLA complexity from game developers.
    Two interfaces created
  • Import/Export Table (IET) object based
  • Point-to-Point Switch (P2PS) message based

19
IET Interface
  • Use to network the information so other
    applications can see the object
  • Graphical configuration tool
  • User enters information needed for networked
    objects
  • Configure program automatically generate the
    configuration and source files for multiplayer
    applications
  • Federation Execution Detail
  • Includes object fields that are sent over network
    at every update
  • IET entities map directly to FOM objects and
    attributes described in the Federation Execution
    Detail
  • Import/Export Tables
  • C class is created, mapping variables to
    attributes

20
P2PS
  • Provides ability to send messages to named
    objects that might not even exist yet
  • Currently not in HLA specification
  • Was required for at least one game development we
    performed.

21
Retrofitting Multiplay Games
  • Military simulation can easily go from multiplay
    to MMP using Cybernets OpenSkies implementation
    of DMSO HLA
  • Versions 1.3 or 1516 are transparently
    interoperable together within the same federation
  • HLA to game world is more difficult
  • No automatic game independent way to achieve an
    HLA FOM to commercial game mapping I.e.
    automatic network message interoperability
  • Easy to substitute the IET, P2PS and other HLA
    APIs for commercial game code when source code is
    available.

22
Conclusions
  • Tools available to use game and military features
    in both spaces
  • HLA compliant system available with interfaces
    for commercial gaming space
  • Required commercial game features added to HLA
    compliant system
  • Implementation is possible on variety of
    platforms (including non-standard ones such as
    tablets, tough books, PDAs, etc.)
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