Type and specific of game network servers Created by Ruslan Yavdoshak for Nikitova Games, 2008.
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Transcript of Type and specific of game network servers Created by Ruslan Yavdoshak for Nikitova Games, 2008.
![Page 1: Type and specific of game network servers Created by Ruslan Yavdoshak for Nikitova Games, 2008.](https://reader036.fdocuments.in/reader036/viewer/2022081603/56649f115503460f94c237f5/html5/thumbnails/1.jpg)
Type and specific of game network servers
Created by Ruslan Yavdoshak for Nikitova Games, 2008
![Page 2: Type and specific of game network servers Created by Ruslan Yavdoshak for Nikitova Games, 2008.](https://reader036.fdocuments.in/reader036/viewer/2022081603/56649f115503460f94c237f5/html5/thumbnails/2.jpg)
Massively multiplayer online
• Game hasn’t finish.• 1991 Neverwinter nights – first “big” commercial
game• 1991 – 50 online, 1995 – 500, 1997 – 2,000 on
Ultima Online. Record was saved: 41690 client in one world (EVE Online)
• 12 millions WoW subscriber • Non MMOG has less 50 player• Social, Economic
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Type of MMO
• MMORPG (WoW has 60% subscriber of MMO)• MMOFSP (World War II, The Agency, PlanetSide)• MMO Rhythm (MMORG. Idea was influenced by Dance
Dance Revolution)• MMOMG (Manager game.)• MMOR (Racing. Test Drive Unlimited. Darkwind: War on
Wheels)• MMOT (Tycon. Browser base game)• MMOS (Social. Second Life. Club Caribe)• MMOVS (Virtual Sex. Middle of RPG & Social give
primacy of some aspect of sex and sexuality. Red Light Center has 300,000 subscriber and is in in betta)
• And other: Card, Puzzle, simulators)
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FPS :: First person shooter
• Valve, Unreal, Battlefields
• Transport: UDP
• Lag compensation (Zero Ping)
• P2P, Dedicate server, broadcast
• Send timestamp
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RPG :: Role-Play
• TCP
• Rare UDP in battle (exmp: DAoC server)
• Active Walk System
• Multi servers
• MMO, MUD category
• Most popular in GameDev
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RPG :: Role-Play
Clients
Login Server
Network server, Connection
Keeper
Game server (dedicated for
Zone/Scenario)
Game server (dedicated for
Zone/Scenario)
Game server (dedicated for
Zone/Scenario)
Communication channel
Database server
Distributed file server
1st connection:Authorization, Get available
(less loaded) network servers list
2nd connection. Game data flow (event,
states, etc)
3rd connection, on-demand. Get new/modified files.
Logic Servers
General conception of the MMO servers
File servers
Storage player information. Logs
Game server: Process game logic. Send game event to
Network server.
Network server.Receives data from clients.
Resends client packet to Game server who serves the
current clientReceives events from Game server and resends to client
or clients group
Network server, without reconnection, softly switch
Game server for client.
Network server keeps only one connection to each
game server (on-demand)
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RTS :: Real-Time Strategy
• UDP – snapshot of current location
• TCP – Global Game event
• BattleNet
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Race Server
• UDP/TCP• Most difficult for creation• Has several stream with different priority• Inertia• Lot failed projects• Event in future
• EVE Online – not RC, but is best “live” example satisfy all benefits of RC server
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EA Library
In general network (online) is used in such tasks:
• AI Cover + Network physics • Exchange messages and data block • Data Sharing • Interface of file handling • Multimedia
Network uses the game modules: • Allocator • Sku - Part of SKU uses as config of network.
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Atum/NUN Server
• Homemade MMO server
• Server without rollbacks
• Enhanced game security
• Using multiprocessors technology
• Fast
• C++ primitive, strict module system
• Investigated popular technology
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Atum/NUN server
NUNWorld server
ATUMGame processing
server
IPC: Shared memory, Mapped files. Semaphores
XML
Binary
Scripts
SQL server
WORLD
Scripts
Read Only
AtumINMulti Con -> Single con
Atum-RA Atum-RA
Crypt, Compress
Atum-RA subscribed to “Region event” if one if client need it. Receive breadcast information and resend to
“client”
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Auth Proxy system
University Network:
• 4000 workstation
• 36000 students, scientific, other worker
• Limit internet channel
• More system where registration is required (Library order, Testing, Access to some material)
• Need logs for all them
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Structures
Authorization
Allow, get flags, permition
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Problems:
• More than 1000 (TCP) connection
• Database locking
• One host
Rewritten to :
• SSL authorization
• UDP exchange message
• Multi servers support