Simulation of Massively Multiplayer Online Games communication using OPNET custom application

S. A. Abdulazeez, A. Rhalibi, D. Al-Jumeily
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引用次数: 5

Abstract

In recent years, there has been an important growth in online gaming. Nowadays, Massively Multiplayer Online Games (MMOGs) may involve millions of synchronous players scattered around the world and engaging with each other within a single shared game. In this paper, we propose a new technique to communicate between players and game server, and between them based on hybrid Peer-to-Peer architecture. We propose to use OPNET Modeler 18.0, and in particular the custom application to simulate the new architecture, which required the implementation of new nodes models and behaviors in the simulator to emulate correctly the new architecture. We use OPNET Modeler 18.0 to simulate the network, applying two transport protocols TCP and UDP, and with different scenarios. The scenarios include both client-server and hybrid P2P system to evaluate the communication of games with (125, 500, and 1000) peers.
利用OPNET自定义应用程序模拟大型多人在线游戏通信
近年来,网络游戏有了重要的增长。如今,大型多人在线游戏(mmog)可能涉及分散在世界各地的数百万同步玩家,并在一个共享游戏中相互参与。本文提出了一种基于混合点对点架构的玩家与游戏服务器之间以及玩家与服务器之间通信的新技术。我们建议使用OPNET Modeler 18.0,特别是自定义应用程序来模拟新体系结构,这需要在模拟器中实现新的节点模型和行为来正确地模拟新体系结构。我们使用OPNET Modeler 18.0来模拟网络,应用两种传输协议TCP和UDP,并具有不同的场景。这些场景包括客户机-服务器和混合P2P系统,以评估游戏与(125、500和1000)个对等体之间的通信。
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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