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Game Server Distribution Project

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Prevalent in modern games such as Quake-3, Half-life, etc. ... Quake-III is low-bandwidth, but has a high packet-generation frequency. Solutions to ... – PowerPoint PPT presentation

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Title: Game Server Distribution Project


1
Game Server Distribution Project
  • Paras Shelawala
  • John Tam
  • Will Liu
  • Stephen Yam

2
Game Requirements
  • Real-Time Processing
  • Many Small Packets
  • Many Users

3
Peer-to-Peer Architecture
  • All systems on LAN
  • All synchronized
  • Not dependent on single point of failure
  • Limited number of users
  • Broadcast packets

Ethernet
4
Client-Server Architecture
  • Centralized processing of game state
  • Prevalent in modern games such as Quake-3,
    Half-life, etc.
  • Performance dependent on Internet conditions (WAN
    network)

5
Bottlenecks in Client-Server Architecture
  • Computational
  • All processing occurs on a single system
  • Network
  • Connection speed relies on slowest link between a
    client and the server
  • Server network is limited by bandwidth

6
Solution to Computational Bottlenecks
  • Distribute server load over a cluster of machines
  • Connection speed within cluster must ensure
    synchronization between all machines
  • Maximize processing on the client side

7
Solution to Computational Bottlenecks
  • This solution has
  • several difficulties

8
Difficulties withDistributing Server Load
  • Need an intelligent and efficient method to
    distribute load across multiple servers
  • Minimize communication between servers
  • Fault-tolerance within cluster
  • Synchronization of servers must be maintained
  • Difficulties are Game Specific

9
Possible Solutionsto Network Bottleneck
  • More significant than computational bottlenecks
  • Cause of poor game play due to packet delay/loss
    consequences
  • Cause of this problem is a temporary slow link
    somewhere across the network

10
Protocol Issues
  • TCP is too slow too much overhead for real-time
    games
  • UDP is fast, but has no guarantee of packet
    delivery
  • Goal is to ensure a stable stream of packets
    between client and server using UDP

11
Experiments
  • Tested Quake-III Arena
  • Blah data
  • Conclusion
  • Quake-III is low-bandwidth, but has a high
    packet-generation frequency

12
Solutions toNetwork Bottleneck
  • Use a remote repeating node which creates an
    alternate path for which packets can be
    transmitted/received
  • Requires fast and stable connection between
    repeater and server cluster

13
Solutions toNetwork Bottleneck
  • Separate clusters of servers with fast
    inter-connection
  • Clients re-assess connection status to all
    clusters, determines if hand-off to another
    cluster would improve performance
  • Both clients and servers keep track of
    performance data and determine best configuration

14
Solutions toNetwork Bottleneck
15
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