游戏网络技术研究与设计
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摘要
随着网络游戏产业的发展,游戏设计规模目益庞大,需要有更强大的网络引擎支持。在固有的网络延迟、不可避免的丢包的情况下,如何利用有限的资源提供高效、实时的网络服务是当前研究的一个热点。
     论文分析比较了现有的网络游戏服务器端架构,提出了三层的网络引擎架构:应用层、中间层、底层接口。通过应用层为实际开发提供灵活的接口,通过中间层保证消息的可靠传输,通过底层接口对底层函数进行了封装。在消息头引入计数索引的概念,保证了消息的可靠传输。
     在研究传统负载均衡算法并结合网络游戏特定负载均衡算法的基础上,针对服务器端单点处理能力有限的情况,提出了基于区域重叠的负载均衡策略,将单个地图数据分布到多台服务器进行处理,实现了大规模场景的初始静态分配。采用订阅-发布模式,利用网络服务器进行数据分发,解决了同一玩家在不同服务器上的兴趣区域内可见性问题。
     在分析现有同步算法的基础上,提出了一种基于延迟的DR同步算法。在状态更新时,该算法通过对速度的插值,改变了使用时间扭曲的方法,达到了较好的一致性。
     提出并设计了一种三层的分布式网络游戏服务器集群架构。主要包括:连接管理模块(登录服务器),消息处理模块(网络服务器),逻辑及数据模块(游戏逻辑服务器包含数据库)。连接管理模块负责接入外部连接请求;消息处理模块负责对客户端的消息进行分析、处理;逻辑及数据模块负责逻辑计算及数据存储。
     最后根据该架构搭建了试验环境,并对论文中提出的负载均衡策略与同步算法进行了验证,结果表明在系统达到处理能力上限时,负载均衡策略可以自动启动并达到预定均衡效果,同时排除动画个体关键帧的不同,基于延迟的DR同步算法也达到了预期的效果。
With the development of online game industry,game design increasingly large scale.There is required a more powerful network engine to support. At the inherent network latency, packet loss unavoidable circumstances, how to utilize the limited resources to provide efficient, real-time network services are a hot topic of current research..
     The thesis analyzes and compares the existing online game server-side architecture, put forward a three-tier network engine architecture: application layer, middle layer, socket base layer. Through the application layer for the actual development to provide a flexible interface, through the middle layer to ensure reliable message transmission and the socket base layer packaged the underlying function.Introducing the concept of counting index at the message header to ensuring reliable message transmission.
     At the basis of researching on traditional load balancing algorithm and combining with online game-specific load balancing algorithm,for the situation of single point of server-side processing limited capability,proposes the based on regional overlap load balancing strategy.The strategy distributing the single map data to multiple servers to handle,achieved a large-scale scenes of the initial static distribution.Using the Subscription-Published model and using the network server for data distribution,solved the visibility problem of the same players on different servers in the interest of the region.
     Based on the analysis of existing synchronization algorithm,proposes the based on the delay of the DR synchronization algorithm.When updating the status ,the algorithm through the speed of interpolation,changes the ways of time-twist and achieves a better consistency.
     Proposes a three-tier online game distributed server cluster architecture.Mainly includexonnection management module (login server), message processing module (network server), logic and data modules (the game logic server contains a database).Connection management module is responsible for access to the external connection requests; message processing module is responsible for client-side message analysis and treatment; logic and data logic module is responsible for logic computing and data storage.
     Finally according to the architecture to build an experimental environment,we verified the load balancing strategy and synchronization algorithm proposed in the thesis.The results show that when the treatment capacity in the system to reach the upper limit,the load balancing strategy can automatically start and achieved the desired results ,at the same time exclude the animation keyframe different individuals, based on the delay of the DR synchronization algorithm is also achieved the expected results.
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