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Sunday, March 31, 2019

Networked Game Issues

Nedeucerked Game IssuesNe 2rk Issues and how they affect endorseplay and interactivityA displacework is when two or more(prenominal) computers have a digital familiarity betwixt them, particular in communicateed multiplayer games the players ar physically separated from each otherwise. Networks pass on users thickenings to communicate by sending bits of data through the net income of the sort of mailboats, these bequeath then(prenominal) build on top of the internet protocol, and this in terminuss means that if a sheaf send using UDP or TCP a specific IP address then bids the softw are. (Armitage, Claypool and Branch, 2006) strange networking in this day and age games such as Doom was contend through a LAN club (Local Area Network) which at the snip used an IPX protocol. An IPX protocol doesnt require a constant connection betwixt the exchanges of packets.o1Appendix a1 displays the required layers of hardware and parcel that Doom required to be run across a ne twork.The Topologies that Doom used for LAN connection, the persona on left in vermiform appendix a2 is an Ethernet connection that has computers connected to it acting as peers and the figure on the right also in appendix a2 is similar to the left figure. All players received a message every(prenominal) 35th of a second that recorded all the players inputs across peer-to-peer network. (Armitage, Claypool and Branch, 2006)Packets are carried all over the internet using networks(Armitage, Claypool and Branch, 2006), the time it takes to send a packet of data from a theme to its destination is latency, as standardised latency forget below 150ms (milliseconds) and wont go above 150ms. A packet must then travel back to the source which results in a round propel time which mickle take double as long as the latency i.e. 50ms latency 100ms round trip time. The game origination of warcraft consists of two latencies a home and a world latency, home is the connection to the realm host which post embarrass in game huckster data, world refers to the world of warcraft servers this in term air out all other data i.e. combat, nearby players (even if they are not on a users screen and NPCs. The latency exit increase greatly when tour advancedly populated areas be effort so much data is be transmitted. In online games there are numerous common issues that will cause high school ping and latency these could involve wireless issues, packet brea social occasion out, download animate, firewalls, routers that arent configured correctly i.e. closed ports, QoS and Traffic management where packet queuing is beingness performed and net fall in saturation (an issue caused by a users ISP that causes connection issues between a users lymph node and a game server).Congestion is normally the of import source of packet jitter, enumerateing if the network has been provisioned correctly congestion rump get at the router interface, in a provider or a toter netw ork. A User has access to the router, therefore it is the easiest and best place to cast down in determining jitter at the router end to track down the source of the jitter depends entirely on the encapsulation.o2 (Ankit, 2012)Latency in online multiplayer games gouge change collectable to jitter where unalike paths are chosen constantly during streams of traffic. While online gaming a high speed internet connection is recommended to avoid jitter preferably using an Ethernet bank line to reduce latency because it is al some immune to interference.Packet Loss commonly has four main causes that will occur these are congestion, device carrying out, software product issues on a device, faulty hardwareo3 the first one being link congestion is when a users data needs to be transferred across many devices and links, a link posterior be at full energy when the data arrives at must wait before being sent also called queuing. A network device whitethorn start to fling information wh en it doesnt have enough room for data to queue, information being discarded will most likely never be sight by the user, many applications sewer easily discard information and however easily allot data queuing.A users router may not be able to keep up with the traffic that is being transferred this could be due to a switch, firewall or closed ports. Opening ports on a router acknowledges a networked device connected to the router accessible from outside of the local network i.e. other computers and network devices, this benefits gaming greatly where other players can send and receive data with hardly any interference, usually if a port is closed for a reliable game a users gaming puzzle will suffer. Apparently a routers firmware can cause packet detriment during gaming according to Netgear community forum, a user was experiencing disrupte packet loss across many games and after check up onking altering game settings, router settings and job his ISP provider multiple tim es ended up calling Netgear where they recommended using an older firmware on his router and solved his packet loss problem. o4Software on a networked device can cause packet loss if the software hasnt been configured correctly, these bugs can usually be tack together using a corpse log or troubleshooting. While software can cause issues so can faulty hardware and cabling resulting in more packet loss,Bandwidth is measured in bits per second, modern day network devices can possibly condense up to billions of bits worth of data rates. in arrears internet connection is a common cause of low bandwidth, this can be insufficient bandwidth provided by an ISP. In normal terms bandwidth is when a connection has a limited amount of data that can be transferred. Not only does a slow internet connection cause low bandwidth however there are other causes that can cash in ones chips within a house hold i.e. streaming videos on look at via Netflix or any other on demand provider, downloadin g files from the internet or in the context of games that require numerous large updates while these can affect the bandwidth any user that has a home security system which needs a constant stream of data i.e. security footage will also cause bandwidth issues. 5To avoid bottlenecking for users on the same network the above issues should only be performed when network traffic is low. (Smed, Kaukoranta and Hakonen, 2002) Although there are shipway to try and prevent bandwidth issues, packet aggregations is used to combine many packets being transferred together in to one larger packet in revision to reduce the bandwidth requirements. Depending on the size of the data in the original packets, the packet headers size and how many combined packets there are bandwidth savings can be substantial. The reduce of combined packets can be determined with two different methods timeout-based method and quorum-based method for timeout-based method before a mend interval all packets are origina ted and then become one. An upper derail interval is guaranteed due to the aggregation thanks to this method. The worst thing that can happen with this method is no bandwidth savings are achieved. A certain number of packets are always combined in the quorum method, the number is usually fixed. The transmission delay is not guaranteed because the method is postponed until enough packets have been initiated. The users experience can suffer because of the extended delays in transmission. Both methods have limitations but can each be compensated for when combined (Smed, Kaukoranta and Hakonen, 2002).Internet download speed has always been whatsoeverwhat of an issue in online gaming where some players can have a slight disadvantage over others, for practice Call of Duty 4 selected a Host player at the start of each match if the player had a slow connection all other players were affected except the host thus the term host advantage was given.The graph in appendix a3 displays the aver age connection and average peak connection in megabits per second across the nut for 2015. From the data we can gather that Singapore has the highest peak connection speed compared to the United solid ground is less than half of the peak connection. Singapore may have the highest peak connection but the average connection is predominate by South Korea, their internet connection is years ahead of most of countries some not far behind. Again in 2015 the United Kingdom has almost half the speed of South Korea thus leading us to believe that South Korea is a nation of exceptional gamers thanks to their strong intent connection.The above graph in appendix a4 displays the average internet connection for the UK in megabits between March 2013 and March 2016. In those 3 years we can see from the data that the connection speed has more than doubled which gives us an insight that in the next 3 years the average connection speed could double again.MMO Development Discussion and recursive Techniques to Support ScalabilityThere are several things we need to take into sum up when converting our game to an MMOScalabilityPerformanceSecurityThe client needs to communicate with the sever using the game protocol to update the status of other clients at the same time within the virtual game environment things updated include position, health and client name (Yoon and Ng, 2011). First we would need to create a database and link in up to the game sever so that players can register, theres no need for character creation because each client is designate a character however they could have an avatar name. The name they code would then need to be checked if it exists within the database using a for each loop to determine if it does then prompt the player to try a new name. Once registered, a player can login in using their credentials i.e. username and password and again that would be checked in the database using a for each loop.An overall translucent text case can be used fo r blurt between players this could update on the server side and be sent to all clients. A client enders a message sends it to the server and sends it back to all clients. Another thing that could be included is a friends list that would save a players username in a clients friends list only if both clients come to an agreement. We could then release an instant message option that would appear in a clients chat box that would be rendered a different colour from normal chat if sent from a friend. See appendix a5 to see how the game would handle and request information that would be between client and game server.To allow scalability we need to distribute servers onto multiple physical severs, a certain number of gaming severs would be distributed onto physical servers, a gaming server would then handle many more connected players than a physical server, if similarly many players are on a game server the performance will decrease and render the game unplayable, performance will dep end the processing power of the servers and the available bandwidth. o5For security we would use encryption, this is so third parties cant view data, both parties are who they say they are i.e. client and server and the data hasnt been modified. We should assume that a user or an aggressor can view information that has been sent to the client so the server shouldnt send information that the user should not be able to see i.e. user credentials, client shouldnt really be relied upon for security because an attacker can send pretty much any command they want to a user.o6 The server should handle pretty much all validation and demerit checks etc., the client should basically just send a message that they are attacking with a certain item so the sever knows to view a certain dps (damage per second). Encryption will not work on someone that uses a bot or deterministic movement to send commands to the server, for workout using a seeded random number generator will give the same results over and over again which can be extremely good for grinding a quest or a different seeded number generator for say combat where random attacks are used when they are available.Appendixa1Figure was taken from (Armitage, Claypool and Branch, 2006) paper on Networking and Online Games.a2 Figure was taken from (Armitage, Claypool and Branch, 2006) paper on Networking and Online Games.a3 Data taken from https//en.wikipedia.org/w/index.php?title=List_of_countries_by_Internet_connection_speedsoldid=758974262 and entered into an excel spreadsheet to produce the grapha4 Data taken from (Jackson, 2016) and entered into a spreadsheet to produce the grapha5 (Yoon and Ng, 2011)References1Armitage, G., Claypool, M. and Branch, P., 2006. Networking and online games understanding and engineering multiplayer Internet games. John Wiley Sons2 Jackson, M. (2016). Ofcom 2016 piece Average UK Home Broadband Speeds Reach 28.9Mbps ISPreview UK. online Ispreview.co.uk. lendable at http//www.ispreview. co.uk/index.php/2016/03/ofcom-2016-report-average-uk-home-broadband-speeds-reach-28-9mbps.html Accessed 20 Mar. 2017.4 Smed, J., Kaukoranta, T. and Hakonen, H., 2002. A review on networking and multiplayer computer games (pp. 1-5). Turku Centre for data processor Science.5 Packetworks.net. (2015). upset Bandwidth Means Slow Network Performance Packetworks. online Available at http//www.packetworks.net/ intercommunicate/low-bandwidth-means-slow-network-performance.htm Accessed 20 Mar. 2017.6 Ankit. (2012). What are causes of Jitter in gaming and how to find and deal with it. online Available at http//www.techulator.com/resources/6255-What-causes-Jitter-gaming-how-find-deal-with.aspx Accessed 20 Mar. 2017.7 Yoon, I. and Ng, G., 2011. Developing a MMORPG game in one(a) Semester. In The 2011 International Conference on Frontiers in Education Computer Science and Computer Engineering.o1http//searchnetworking.techtarget.com/definition/IPXo2http//www.cisco.com/c/en/us/support/docs/voic e/voice-quality/18902-jitter-packet-voice.htmltopic3o3http//www.annese.com/blog/what-causes-packet-losso4https//community.netgear.com/t5/Nighthawk-WiFi-Routers/Packet-loss-during-gaming/td-p/1097304o5http//jayurbain.com/msoe/se3250/slides/se3250-L15-MMO-game-architecture.pdfo6http//stackoverflow.com/questions/4307149/should-a-mmorpg-use-encryption

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