The near-term feasibility of P2P MMOG's

John L. Miller, J. Crowcroft
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引用次数: 48

Abstract

Broadly deployed distributed virtual environments (DVE's) are based upon client-server architectures. Significant research over the last decade proposes a variety of distributed topologies for message propagation to enhance scalability and performance. We ran simulations using traces from World of Warcraft (WoW) and typical broadband speeds, and found that DVE's such as WoW could not employ P2P message propagation schemes. We found pure P2P pub-sub solutions would occasionally saturate residential broadband connections, and would result in average latency more than lOx greater than client-server solutions. To our surprise, we discovered message aggregation before transmission can not only reduce bandwidth requirements, but also reduce latency in both client-server and P2P message propagation schemes.
P2P MMOG的近期可行性
广泛部署的分布式虚拟环境(DVE)基于客户机-服务器体系结构。过去十年的重要研究提出了各种用于消息传播的分布式拓扑,以增强可伸缩性和性能。我们利用魔兽世界(World of Warcraft, WoW)的轨迹和典型的宽带速度进行了模拟,发现像魔兽世界这样的DVE不能采用P2P消息传播方案。我们发现,纯粹的P2P发布-订阅解决方案偶尔会使住宅宽带连接饱和,并且会导致平均延迟比客户机-服务器解决方案高出10%以上。令我们惊讶的是,我们发现在传输之前进行消息聚合不仅可以减少带宽需求,还可以减少客户机-服务器和P2P消息传播方案中的延迟。
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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