A Peer-to-Peer Massive Battle Observing System to Support Game Live

Linchen Yu, Xiaofei Liao
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引用次数: 1

Abstract

Gaming services are attractive for Internet users. How to broadcast live gaming services to large-scale Internet users is still a big problem. Traditional schemes, based on Peer-to-Peer (P2P) live-streaming and based on TV shows, have poor user experiences (good graphic quality with high resolution) and need big bandwidth or TV set support. In order to avoid network congestion, a small number of solutions propose an alternative approach based on game data content instead of video content to provide game live services. At present, all of them who use client/server framework do not emphasize the design of system architecture, so the number of users is constrained and the system is hard to expand. In this paper, we introduce PKTV, a P2P game battle observing system, which is now optimized specially for War craft 3. PKTV system broadcasts game data content to reduce bandwidth overhead, maintains a P2P overlay for each gaming channel and uses a reliable UDP protocol to break the limitation of the TCP connections, decentralizes servers to enhance system's availability and scalability. Furthermore, tests and simulations show that PKTV also have robust functionality and good performance: low-latency, low bandwidth consumption and very considerable bandwidth savings for servers.
支持游戏直播的点对点大规模战斗观察系统
游戏服务对互联网用户很有吸引力。如何向大规模互联网用户直播游戏服务仍然是一个大问题。传统的P2P直播方案基于电视节目,用户体验差(图像质量好,分辨率高),需要大带宽或电视机支持。为了避免网络拥塞,少数解决方案提出了基于游戏数据内容代替视频内容提供游戏直播服务的替代方案。目前使用客户机/服务器框架的都不重视系统架构的设计,用户数量受到限制,系统难以扩展。本文介绍了专为《魔兽争霸3》优化的P2P游戏战斗观测系统PKTV。PKTV系统广播游戏数据内容以减少带宽开销,维护每个游戏频道的P2P覆盖,使用可靠的UDP协议打破TCP连接的限制,分散服务器以提高系统的可用性和可扩展性。此外,测试和仿真表明PKTV还具有强大的功能和良好的性能:低延迟、低带宽消耗和非常可观的服务器带宽节省。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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