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Networking And Online Games: Understanding And Engineering Multiplayer Internet Games (Grenville Armitage, Mark Claypool, Philip Branch 著)

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标签:set   date   arena   rate   asi   amp   ali   sub   system   

1. Introduction

2. Early Online and Multiplayer Games

3. Recent Online and Multiplayer Games

4. Basic Internet Architecture

5. Network Latency, Jitter and Loss

6. Latency Compensation Techniques

7. Playability versus Network Conditions and Cheats

8. Broadband Access Networks

9. Where Do Players Come from and When?

10. Online Game Traffic Patterns

11. Future Directions

12. Setting Up Online FPS Game Servers

13. Conclusion

 

1. Introduction

 

2. Early Online and Multiplayer Games

  2.1 Defining Networked and Multiplayer Games

 

  2.2 Early Multiplayer Games

 

    2.2.1 PLATO

 

    2.2.2 MultiUser Dungeons

 

    2.2.3 Arcade Games

 

    2.2.4 Hosted Online Games

 

  2.3 Multiplayer Network Games

 

    2.3.1 DOOM-Networked First-Person Shooters Arrive

 

  References

 

3. Recent Online and Multiplayer Games

  3.1 Communication Architectures

 

  3.2 The Evolution of Online Games

 

    3.2.1 FPS Games

 

    3.2.2 Masively Multiplayer Games

 

    3.2.3 RTS Games

 

    3.2.4 Sports Games

 

  3.3 Summary of Growth of Online Games

 

  3.4 The Evolution of Online Game Platforms

 

    3.4.1 PCs

 

    3.4.2 Game Consoles

 

    3.4.3 Handheld Game Consoles

 

    3.4.4 Summary

 

  3.5 Context of Computer Games

 

    3.5.1 Physical Reality

 

    3.5.2 Telepresense

 

    3.5.3 Augmented Reality

 

    3.5.4 Distributed Virtual Environments

 

  References

 

4. Basic Internet Architecture

  4.1 IP Networks as seen from the Edge

 

    4.1.1 Endpoints and Addressing

 

    4.1.2 Layered Transport Services

 

    4.1.3 Unicast, Broadcast and Multicast

 

  4.2 Connectivity and Routing

 

    4.2.1 Hierarchy and Aggregation

 

    4.2.2 Routing Protocols

 

    4.2.3 Per-hop Packet Transport

 

  4.3 Address Management

 

    4.3.1 Address Delegation and Assignment

 

    4.3.2 Network Address Translation

 

    4.3.3 Dynamic Host Configuration Protocol

 

    4.3.4 Domain Name System

 

  Reference

 

5. Network Latency, Jitter and Loss

  5.1 The Relevance of Latency, Jitter and Loss

 

  5.2 Sources of Latency, Jitter and Loss in the Network

 

    5.2.1 Propagation Delay and the Laws of Physics

 

    5.2.2 Serialisation

 

    5.2.3 Queuing Delays

 

    5.2.4 Sources of Jitter in the Network

 

    5.2.5 Sources of Packet Loss in the Network

 

  5.3 Network Control of Lag, Jitter and Loss

 

    5.3.1 Preferential IP Layer Queuing and Scheduling

 

    5.3.2 Link Layer Support for Packet Prioritisation

 

    5.3.3 Where to Place and Trust Traffic Classification

 

  5.4 Measuring Network Conditions

 

  References

 

6. Latency Compensation Techniques

  6.1 The Need for Latency Compensation

 

  6.2 Prediction

 

    6.2.1 Player Prediction

 

    6.2.2 Opponent Prediction

 

    6.2.3 Prediction Summary

 

  6.3 Time Manipulation

 

    6.3.1 Time Delay

 

    6.3.2 Time Warp

 

    6.3.3 Data compression

 

  6.4 Visual Tricks

 

  6.5 Latency Compensation and Cheating

 

  References

 

7. Playability versus Network Conditions and Cheats

  7.1 Measuring Player Tolerance for Network Disruptions

 

    7.1.1 Empirical Research

 

    7.1.2 Sources of Error and Uncertainty

 

    7.1.3 Considerations for Creating Artificial Network Conditions

 

  7.2 Communication Models, Cheats and Cheat-Mitigation

 

    7.2.1 Classifying and Naming Methods of Cheating

 

    7.2.2 Server-side Cheats

 

    7.2.3 Client-side Cheats

 

    7.2.4 Network-layer Cheats

 

    7.2.5 Cheat-mitigation

 

  References

 

8. Broadband Access Networks

  8.1 What Broadband Access Networks are and why they Matter

 

    8.1.1 The Role of Broadband Access Networks

 

    8.1.2 Characteristics of Broadband Access Networks

 

  8.2 Access Network Protocols and Standards

 

    8.2.1 Physical Layer

 

    8.2.2 Data Linke Layer

 

  8.3 Cable Networks

 

  8.4 ADSL Networks

 

  8.5 Wireless LANs

 

    8.5.1 IEEE 802.11 Wireless LAN Standards

 

    8.5.2 Wireless LAN Architectures

 

    8.5.3 Recent Developments in WLAN Quality of Service

 

  8.6 Cellular Networks

 

    8.6.1 GPRS and EDGE

 

    8.6.2 3G Networks

 

  8.7 Bluetooth Networks

 

  8.8 Conclusion

 

  References

 

9. Where Do Players Come from and When?

  9.1 Measuring Your Own Game Traffic

 

    9.1.1 Sniffing Packets

 

    9.1.2 Sniffing With Tcpdump

 

  9.2 Hourly and Daily Game-play Trends

 

    9.2.1 An Example Using Quake III Arena

 

    9.2.2 An Example Using Wolfenstein Enemy Territory

 

    9.2.3 Relationship to Latency Tolerance

 

  9.3 Server-discovery (Probe Traffic) Trends

 

    9.3.1 Origins of Probe Traffic

 

    9.3.2 Probe Traffic Trends

 

  9.4 Mapping Traffic to Player Locations

 

    9.4.1 Mapping IP Addresses to Geographic Location

 

    9.4.2 Mapping by Latency Tolerance

 

  References

 

10. Online Game Traffic Patterns

  10.1 Measuring Game Traffic with Timestamping Errors

 

  10.2 Sub-second Characteristics

 

    10.2.1 Ticks, Snapshots and Command Updates

 

    10.2.2 Controlling Snapshot and Command Rates

 

  10.3 Sub-second Packet-size Distributions

 

  10.4 Sub-Second Inter-Packet Arrival Times

 

    10.4.1 Example: Wolfenstein Enemy Territory Snapshots

 

    10.4.2 Example: Half-life 2 Snapshots and Client Commands

 

  10.5 Estimating the Consequences

 

  10.6 Simulating Game Traffic

 

    10.6.1 Examples from Halo 2 and Quake III Arena

 

    10.6.2 Extrapolating from Measurements with Few Clients

 

  References

   

11. Future Directions

  11.1 Untethered

 

    11.1.1 Characteristics of Wireless Media

 

    11.1.2 Wireless Network Categorization

 

  11.2 Quality of Service

 

    11.2.1 QoS and IEEE 802.11

 

    11.2.2 QoS Identification

 

  11.3 New Architectures

 

  11.4 Cheaters Beware

 

  11.5 Augmented Reality

 

  11.6 Massively Multiplayer

 

  11.7 Pickup and Putdown

 

  11.8 Server Browsers

 

  References

 

12. Setting Up Online FPS Game Servers

  12.1 Considerations for an Online Game Server

 

  12.2 Wolfenstein Enemy Territory

 

    12.2.1 Obtaining the Code

 

    12.2.2 Installing the Linux Game Server

 

    12.2.3 Starting the Server

 

    12.2.4 Starting a LAN Server

 

    12.2.5 Ports You Need Open on Firewalls

 

    12.2.6 Dealing with Network Address Translation

 

    12.2.7 Monitoring and Administration

 

    12.2.8 Automatic Downloading of Maps and Mods

 

    12.2.9 Network Performance Configuration

 

    12.2.10 Running a Windows Server

 

    12.2.11 Further Reading

 

  12.3 Half-Life 2

 

    12.3.1 Obtaining and Installing the Linux Dedicated Server

 

    12.3.2 Starting the Server for Public Use

 

    12.3.3 Starting a LAN-only Server

 

    12.3.4 Ports You Need Open on Firewalls

 

    12.3.5 Dealing with Network Address Translation

 

    12.3.6 Monitoring and Administration

 

    12.3.7 Network Performance Configuration

 

    12.3.8 Running a Windows Server

 

    12.3.9 Further Reading

 

  12.4 Configuring FreeBSD’s Linux-compatibility Mode

 

    12.4.1 Installing the Correct Linux-compatibility Libraries

 

    12.4.2 Ensuring the Kernel ‘Ticks’ Fast Enough

 

  References

 

13. Conclusion

  13.1 Networking Fundamentals


  13.2 Game Technologies and Development


  13.3 A Note Regarding Online Sources

 

Networking And Online Games: Understanding And Engineering Multiplayer Internet Games (Grenville Armitage, Mark Claypool, Philip Branch 著)

标签:set   date   arena   rate   asi   amp   ali   sub   system   

原文地址:https://www.cnblogs.com/revoid/p/12104961.html

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