Inter-Server Game State Synchronization using Named Data Networking

Philipp Moll, Sebastian Theuermann, Natascha Rauscher, H. Hellwagner, J. Burke
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引用次数: 4

Abstract

In this paper, we develop a system for inter-server game state synchronization using the NDN architecture. We use Minecraft as a real-world example of online games and extend Minecraft's single-server architecture to work as multi-server game. In our prototype, we use two different NDN-based approaches for the dissemination of game state updates in server clusters. In a naive approach, servers request game state updates for small segments of the game world from other servers of the cluster. In an improved approach - the region manifest approach - servers identify changed parts of the world by subscribing to manifest files containing information about world regions managed by the other servers of the cluster. An apparent downside of the NDN approaches is the high overhead when handling small-sized game state updates, but our evaluation shows that NDN already improves on IP-based implementations regarding the resulting traffic volume when three or more servers are involved. Furthermore, caused by NDN's inherent multicast functionality, the advantage over IP increases with the size of the server cluster. Moreover, the use of NDN-based approaches leads to benefits beyond traffic reduction only. The name-based host-independent access to world regions allows to scale server clusters easier.
使用命名数据网络的服务器间游戏状态同步
本文采用NDN架构开发了一个服务器间游戏状态同步系统。我们将《我的世界》作为现实世界的在线游戏,并将《我的世界》的单服务器架构扩展为多服务器游戏。在我们的原型中,我们使用两种不同的基于ndn的方法在服务器集群中传播游戏状态更新。在一种简单的方法中,服务器从集群的其他服务器请求游戏世界的一小部分的游戏状态更新。在一种改进的方法中——区域清单方法——服务器通过订阅包含由集群的其他服务器管理的世界区域信息的清单文件来识别世界上发生变化的部分。NDN方法的一个明显的缺点是处理小型游戏状态更新时的高开销,但我们的评估表明,当涉及三个或更多服务器时,NDN已经改善了基于ip的实现所产生的流量。此外,由于NDN固有的多播功能,其优于IP的优势随着服务器集群的规模而增加。此外,使用基于ndn的方法带来的好处不仅仅是减少流量。对世界区域的基于名称的主机独立访问允许更容易地扩展服务器集群。
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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