大型多人在线游戏的交易模型

Kaiwen Zhang, Bettina Kemme
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引用次数: 18

摘要

大型多人在线游戏被认为是大型分布式系统,其中游戏状态在服务器和数千个客户端之间部分复制。考虑到规模,游戏引擎通常只提供宽松的一致性,而没有明确的保证。在本文中,我们利用事务的概念来定义适合游戏环境的一致性模型。我们定义了游戏特定的一致性级别,它们提供了不同程度的隔离和原子性,并展示了与它们的执行相关的成本。然后,游戏中的每个动作类型都可以分配适当的一致性级别,在一致性和性能之间做出适当的权衡。讨论了游戏动作的持久性和容错性问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Transaction Models for Massively Multiplayer Online Games
Massively Multiplayer Online Games are considered large distributed systems where the game state is partially replicated across the server and thousands of clients. Given the scale, game engines typically offer only relaxed consistency without well-defined guarantees. In this paper, we leverage the concept of transactions to define consistency models that are suitable for gaming environments. We define game specific levels of consistency that differ in the degree of isolation and atomicity they provide, and demonstrate the costs associated with their execution. Each action type within a game can then be assigned the appropriate consistency level, choosing the right trade-off between consistency and performance. The issue of durability and fault-tolerance of game actions is also discussed.
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