跳到主要內容

臺灣博碩士論文加值系統

(44.220.184.63) 您好!臺灣時間:2024/10/04 07:10
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

: 
twitterline
研究生:范志歆
研究生(外文):Chih-Shin Fan
論文名稱:大型多人線上遊戲中介軟體之容錯及負載分享
論文名稱(外文):Fault Tolerance and Load Sharing Mechanism for MMOG Middleware
指導教授:袁賢銘袁賢銘引用關係
指導教授(外文):Shyan-Ming Yuan
學位類別:碩士
校院名稱:國立交通大學
系所名稱:資訊科學與工程研究所
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:2006
畢業學年度:94
語文別:英文
論文頁數:55
中文關鍵詞:大型多人線上遊戲中介軟體之容錯及負載分享
外文關鍵詞:Fault Tolerance and Load Sharing Mechanism for MMOG Middleware
相關次數:
  • 被引用被引用:0
  • 點閱點閱:178
  • 評分評分:
  • 下載下載:31
  • 收藏至我的研究室書目清單書目收藏:1
多人大型線上遊戲的市場在近年來不斷成長,關於如何設計一個好的多人大型線上遊戲中介軟體的議題也廣泛的在許多研究中被討論。在本篇論文中,我們主要關注在線上遊戲的可取得度上。

HAMS是我們在本篇論文中開發的一個完全分散式的系統,他是一個用於大型線上多人遊戲中介軟體的高可取得度服務,並且提供了開發錯誤回復及負載全域分享的中介軟體之環境;此外,HAMS也被有彈性的設計並適用於大部份的大型多人線上遊戲開發中介軟體中。另外在本篇文章中,我們也測量了HAMS的效率並且針對其結果做討論。
The market of MMOG (Massively Multiplayer Online Game) grows up greatly recent years. The design issues of a good MMOG middleware are widely discussed in many researches. In this paper, we mainly concern about the availability of online games.

HAMS is a fully distributed system that we design in this paper. It is a high availability service for MMOG middleware and provides development environment which is failure recoverable and can share server load globally. Also, HAMS is flexibly designed to be used in most of the MMOG middleware architectures. Additionally in this article, we evaluate the performance of HAMS and provide some discussions of the result.
Chapter 1 Introduction 1
1.1. Preface 1
1.2. Design Issues of MMOG Middleware 1
1.3. Motivation and Objectives 2
1.4. Summary 4
Chapter 2 Background 5
2.1. Common Network Architectures of MMOG middleware 5
2.1.1. Client – Server 5
2.1.2. Client – Gateway – Server 6
2.2. Important Game Data of MMOG Middleware 7
2.3. DOIT 8
2.4. AIS (Application Interface Specification) 9
2.5. Discussion 11
Chapter 3 Related work 13
3.1. Load Distributing Technology 13
3.2. Peer To Peer MMOG 14
3.3. Mirror Game Server 15
3.4. DOIT Coordinator 16
3.5. Summary 16
Chapter 4 System Architecture 17
4.1. System Overview 17
4.2. HAMS Executive Part 19
4.2.1. Data Information 20
4.2.2. Membership Service 21
4.2.3. Game Data Service 21
4.2.4. Load Monitor Service 22
4.3. HAMS Library Part 22
4.4. Summary 24
Chapter 5 Design Detail and Issues 25
5.1. Chapter Overview 25
5.2. Game Data in HAMS 26
5.2.1. Game Data Information Management 26
5.2.2. Game Data Protection 27
5.2.3. Game Data Migration 28
5.3. Load Object in HAMS 29
5.3.1. Load Object Design 29
5.3.2. Load Object Information Management 30
5.3.3. Load Object Monitor 30
5.4. HAMS Membership Control 30
5.4.1. TOTEM Membership Protocol 31
5.4.2. HAMS Membership Protocol 32
5.5. Recovery Protocol 35
5.6. Load Sharing Protocol 38
5.7. Summary 38
Chapter 6 Experiment and Discussion 40
6.1. Hardware Environment 40
6.2. Game Data Store Throughput 40
6.2.1. Game Data Size vs. Store Throughput 40
6.2.2. Node Numbers vs. Store Throughput 43
6.2.3. Store Rate vs. Store Throughput 44
6.3. Game Data Read Throughput 46
6.4. Failure Detection Time 48
6.5. Summary 50
Chapter 7 Conclusion and Future Work 51
7.1. Conclusion 51
7.2. Future Work 52
Bibliography 53
[1] David kkushner heavy light data centers. EVERQUEST. IEEE Spectrum July 2005
[2] Chen-en Lu, Tsun-Yu Hsiao, Shyan-Ming Yuan. Design issues of a Flexible, Scalable, and Easy-to-use MMOG Middleware. Proceeding of Symposium on Digital Life and Internet Technologies 2004
[3] Daniel Bauer, Sean Rooney, Paolo Scotton. Network Infrastructure for Massively Distributed Games. Proceedings of Workshop on Network and System Support for Games (NETGAMES), Braunschweig, Germany, April 2002.
[4] Timo Jokiaho, Fred Herrmann, Dave Penkler, Manfred Reitenspiess, Louise Moser, Service Availability Forum. The Service Availability™ Forum Specification for High Availability Middleware. The RTC Magazine, June 2003.
[5] Manfred Reitenspiess, Louise Moser. Application interface specification by the Service Availability Forum. September 2004.
[6] Josh Adelso, Steven A. Roldan, Paul Kingsepp, Lazar Rozenblat, Ken Grob, Anthony W. Vilgiate, Carrier-Grade Requirements. Focus on Telecom 2001.
[7] Y. AMIR, L.E. MOSER, P. M. MELLIAR-SMITH, D. A. AGARWAL, P. CIARFELLA. The Totem Single-Ring Ordering and Membership Protocol. ACM Transactions on Computer Systems 13, 4 November 1995.
[8] Deborah A. Agarwal. TOTEM: A Reliable Ordered Delivery Protocol for Interconnected Local-Area Network. Dissertation Submitted in Partial Satisfication of University of California Santa Barbara.
[9] L.E. MOSER, P. M. MELLIAR-SMITH, Deborah A. Agarwal, TOTEM: A Fault-Tolerant Multicast Group Communication System. Communications of the ACM April 1996
[10] D. A. AGARWAL, L. E. MOSER, P. M. MELLIAR-SMITH, and R. K. BUDHIA The Totem Multiple-Ring Ordering and Topology Maintenance Protocol. ACM Transactions on Computer Systems. May 1998.
[11] Efstratios Thomopoulos, Louise E. Moser, Peter M. Melliar-Smith. Latency Analysis of the Totem Single-Ring Protocol. IEEE/ACM TRANSACTIONS ON NETWORKING 2001.
[12] Mu-Chi Sung, Ming-Chun Cheng, Zhi Xin Fan, Ping-Jer Yeh, Shyan-Ming Yuan, et al. An Experimental Study toward Failure Impact on OpenAIS. To appear in WSEAS Transactions on Computers 2006.
[13] Ta Nguyen Binh Duong, Suiping Zhou. A dynamic load sharing algorithm for massively multiplayer online games. Networks 2003, The 11th IEEE International Conference on 28 Sept.-1 Oct. 2003.
[14] Kyungmin Lee, Dongman Lee. A scalable dynamic load distribution scheme for multi-server distributed virtual environment systems. Proceedings of the ACM symposium on Virtual reality software and technology 160 – 168, 2003.
[15] Dugki Min, Eunmi Choi, Donghoon Lee, Byungseok Park. A load balancing algorithm for a distributed multimedia game server architecture. Multimedia Computing and Systems, 1999. IEEE International Conference on, July 1999.
[16] Laurent Gautier, Christophe Diot, Jim Kurose. End-to-end transmission control mechanisms for multiparty interactive applications on the Internet. INFOCOM '99. Eighteenth Annual Joint Conference of the IEEE Computer and Communications Societies. Proceedings. IEEE, March 1999.
[17] Christophe Diot, Laurent Gautier. A Distributed Architecture for Multiplayer Interactive Applications on the Internet. Network, IEEE, Jul/Aug 1999.
[18] F’abio Reis Cecin, Rodrigo Real, Rafael de Oliveira Jannone, Cl’audio Fernando Resin Geyer. FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games. Proceedings of the Eighth IEEE International Symposium on Distributed Simulation and Real-Time Applications, 2004.
[19] Eric Cronin Burton Filstrup Anthony Kurc. A Distributed Multiplayer Game Server System. UM EECS589 Course Project Report, 2001.
[20] Stefano Ferretti. Interactivity Maintenance for Event Synchronization in Massive Multiplayer Online Games. Technical Report BLCS-2005-05 March 2005.
[21] Stefano Ferretti, Claudio E. Palazzi, Marco Roccetti, Giovanni Pau, Mario Gerla. FILA, a Holistic Approach to Massive Online Gaming, Algorithm Comparison and Performance Analysis. ACM Journal of Computer in Entertainment, ACM Press, to appear, selected as Best Paper Award at the ACM GDTW'05 Conference, November 2005.
[22] Lun-Wu Yeh, Shyan-Ming Yuan. A Research of Persistence Component on MMOG Middleware.
[23] BigWorld Technology. http://www.bigworldtech.com/index/index_en.php
[24] Application Interface Specification, SAI-AIS-B.01.01, November 2004. Service Availability Forum http://www.saforum.org.
[25] OPENAIS Standard-Based Cluster Framework. http://developer.osdl.org/dev/openais/
[26] JAVA Technology. http://java.sun.com/
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
無相關論文