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研究生:李宣鋒
論文名稱:一個支援大型多人虛擬世界的高延展度中介軟體架構設計與實作
論文名稱(外文):A scalable middleware architecture for supporting massive multiplayer virtual worlds
指導教授:袁賢銘袁賢銘引用關係
學位類別:碩士
校院名稱:國立交通大學
系所名稱:資訊科學系
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2003
畢業學年度:91
語文別:中文
中文關鍵詞:中介軟體延展度虛擬世界
外文關鍵詞:MiddlewareScalabilityVirtual World
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大型多人虛擬世界可從幾個研究領域觀察,如軍事模擬、虛擬環境和網路遊戲。本篇論文意欲以中介軟體架構來解決大型多人虛擬世界的延展度議題。我們將從幾個重要的觀點來探討,如溝通、部屬和軟體系統設計。接著描述我們的中介軟體系統元件設計和實作。另外也提出一個簡單的負載平衡機制來促進虛擬世界伺服器的延展度。

ABSTRACT IN CHINESE..........................................................................................I
ABSTRACT IN ENGLISH ....................................................................................... II
ACKNOWLEDGEMENTS......................................................................................III
CONTENTS...............................................................................................................IV
LIST OF FIGURES...................................................................................................VI
CHAPTER 1 INTRODUCTION ............................................................................... 1
1.1 PREFACE................................................................................................................1
1.2 MOTIVATION..........................................................................................................2
1.3 OVERVIEW.............................................................................................................4
CHAPTER 2 BACKGROUND & RELATED WORK............................................ 6
2.1 COMMUNICATION ARCHITECTURES .......................................................................6
2.1.1 Peer-to-Peer Communication Architecture ................................................. 6
2.1.2 Client-Server Communication Architecture ................................................. 7
2.1.3 Proxy Communication Architecture ............................................................. 8
2.2 RELATED WORKS ..................................................................................................9
2.3 CONCLUSION .......................................................................................................10
CHAPTER 3 SYSTEM COMPONENTS ................................................................11
3.1 PROXY.................................................................................................................11
3.2 VIRTUAL WORLD SERVER CLUSTER ....................................................................12
3.3 MAP/LOGIN SERVER............................................................................................14
3.4 INTEREST MANAGEMENT SERVER .......................................................................15
3.5 PERSISTENCE STORAGE .......................................................................................15
CHAPTER 4 SYSTEM ARCHITECTURE DESIGN........................................... 17
4.1 NETWORK ENGINE...............................................................................................19
4.2 VIRTUAL WORLD LOGIC ADAPTER......................................................................20
4.3 VIRTUAL WORLD CONTAINER .............................................................................21
4.3.1 States Management .................................................................................... 22
4.3.2 Single State Migration................................................................................ 22
4.3.3 Load Balance ............................................................................................. 24
CHAPTER 5 IMPLEMENTATION DETAILS ..................................................... 26
5.1 NETWORK ENGINE...............................................................................................27
5.2 VIRTUAL WORLD LOGIC ADAPTER......................................................................31
5.3 VIRTUAL WORLD CONTAINER .............................................................................33
CHAPTER 6 SCALABILITY EVALUATION....................................................... 36
6.1 EVALUATION DESIGN...........................................................................................36
6.2 EVALUATION PROCESS & RESULT........................................................................38
6.3 CONCLUSION .......................................................................................................41
CHAPTER 7 FUTURE WORKS............................................................................. 42
CHAPTER 8 CONCLUSIONS................................................................................ 44
BIBLIOGRAPHY ..................................................................................................... 45

[1] Becker, David. “Online game makers seek key to profits.” http://www.cnet.com, January 25, 2002.
[2] IDGA whitepaper, http://www.igda.org/online/online_whitepaper.php
[3] IDC Research, http://www.idcresearch.com/
[4] P. Bettner and M. Terrano. 1500 Archers on a 28.8: Network Programming in Age
of Empires and Beyond. In The 2001 Game Developer Conference Proceedings, San
Jose, CA, Mar. 2001.
[5] M. Mauve, S. Fischer, J. Widmer, A generic proxy system for networked computer
games, ACM NETGAMES ’02, pp.25-28
[6] D. Bauer, S. Rooney, P. Scotton, Network Infrastructure for Massively Distributed
Games, ACM NETGAMES ’02, pp.36-43
[7] Zona Inc., http://www.zona.net
[8] BigWorld Technology, http://www.bigworldgames.com/
[9] Butterfly.net, http://www.butterfly.net/
[10] Wentong Cai, Xavier, P., Turner, S.J., Bu-Sung Lee, A Scalable Architecture for
Supporting Interactive Games on the Internet, Parallel and Distributed Simulation,
2002. Proceedings. 16th Workshop on , 12-15 May 2002 Page(s): 54 -61
[11] Distributed Interactive Virtual Environment (DIVE), http://www.sics.se/dive/
[12] The Multicast internet Maze (MiMaze), http://www-sop.inria.fr/rodeo/MiMaze/
[13] NPSNET Research Group, http://www.npsnet.org/~npsnet/
[14] Zork, http://zork.net/
[15] D. Min, E. Choi, D. Lee, B. Park. A Load Balance Algorithm For a Distributed
Multimedia Game Server Architecture, Multimedia Computing and Systems, 1999.
IEEE International Conference on , Volume: 2 , Jul 1999, pp.882-886 vol.2
[16] Roe, C., Gonik, S., Server-side Design Principles for Scalable Internet Systems,
IEEE Software, Volume: 19 Issue: 2 , Mar/Apr 2002, pp.34-41
[17] Suk Kim Chin, Braun, R., A survey of UDP packet loss characteristics , IEEE
Signals, Systems and Computers, 2001. Conference Record of the Thirty-Fifth
Asilomar Conference on , Volume: 1 , 2001, pp.200-204 vol.1
[18] Object Management Group, CORBA: Common Object Request Broker
Architecture and Specification Revision 2.4, October 2000.

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