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Jouni Smed 1
Special Course on Networked Virtual January 30, 2004
Environments
Jouni Smed 2
Special Course on Networked Virtual January 30, 2004
Environments
bandwidth overhead transmit a quench packet if packets are received too often
~ Avoid the problem entirely: assign the necessary number preferred method for large-
large-scale NVEs
~ Detect conflict and renegotiate: notify the participants and direct
direct them to how to separate the information flows among different multicast
migrate a new port number groups
~ Use protocol and instance magic numbers: each packet includes a magic ~ a single group/address for all information
number at a well-
well-known position ~ several multicast groups to segment the information
~ Use encryption
Jouni Smed 3
Special Course on Networked Virtual January 30, 2004
Environments
Multiplayer Client-
Client-Server Systems:
Example (cont’d)
Logical Architecture
⇒ Modem: 48 packets/second In a two-
two-player NVE on a LAN, Client-
Client-server system
fully articulated humans + firing = 1 each player sends packets to
the protocol selection (TCP, UDP,
human other players via a server
aircrafts + firing = 3 aircrafts broadcast,...) hardly matters
Server slows down the message
ground vehicles + firing = 6 vehicles As the number of live or Communication
delivery
autonomous players increase an paths
Benefits of having a server
Redesign packets efficient architecture becomes no need to send all packets to all
size 22%, 32 bytes more important players
⇒ Modem: 218 packets/second compress multiple packets to a
fully articulated humans + firing = 7 single packet
human smooth out the packet flow
aircrafts + firing = 14 aircrafts p1 p2 pn
reliable communication without
ground vehicles + firing = 27 vehicles
the overhead of a fully connected
Multiplayer client-server - logical architecture
NVE
administration
Multiplayer Client-
Client-Server Systems: Physical Architecture Can Match
Physical Architecture (on a LAN) the Logical Architecture
All messages in the same wire Server
Server has to provide some added-
added-value function
collecting data
compressing and redistributing information Phone lines
additional computation
LAN
p1 p2 pn
p1 p2 pn Server Multiplayer client-server -
Multiplayer client-server - physical architecture on a LAN physical architecture with phone lines
Multiplayer Client-
Client-Server, p1,1 p1,2 p1,n
Peer-to-Peer Architectures
Server 1
with Multiple-
Multiple-Server Architectures
Server 2 Server 3
Scalability
Jouni Smed 4
Special Course on Networked Virtual January 30, 2004
Environments
Jouni Smed 5