Multiplayer Online Games (MOGs) may be deployed on the Internet using different distributed architectural solutions. Examples are Client/Server, Peer-to-Peer and distributed (mirrored) game server architectures. In many cases, multiple nodes may be employed to manage the same, redundant, portion of the game state. This solution ensures a high reliability and fault-tolerance, yet at the cost of requiring consistency management algorithms to be executed by these nodes. The additional problem is that MOGs have strict responsiveness requirements. For this reason, it is not possible to resort to traditional synchronization algorithms such as, for example, those employed in distributed database management systems. This chapter overviews some of the main issues and proposed solutions to synchronize distributed MOG nodes, in a responsive and reliable way.
Synchronization in Multiplayer Online Games
S. Ferretti
2014
Abstract
Multiplayer Online Games (MOGs) may be deployed on the Internet using different distributed architectural solutions. Examples are Client/Server, Peer-to-Peer and distributed (mirrored) game server architectures. In many cases, multiple nodes may be employed to manage the same, redundant, portion of the game state. This solution ensures a high reliability and fault-tolerance, yet at the cost of requiring consistency management algorithms to be executed by these nodes. The additional problem is that MOGs have strict responsiveness requirements. For this reason, it is not possible to resort to traditional synchronization algorithms such as, for example, those employed in distributed database management systems. This chapter overviews some of the main issues and proposed solutions to synchronize distributed MOG nodes, in a responsive and reliable way.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.