基于自定义协议的MMOG通信框架

Q4 Computer Science
Ren-wei MAO, Min RAO, Li-ming LUO, Xu-ren WANG, Xiang-yang HUANG
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引用次数: 2

摘要

本文提出了一种大型多人在线游戏(MMOG)的实时通信框架,在保证通信效率的同时保证软件的可读性。首先,我们比较了当前主流的串行化技术,并通过分析这些技术的局限性,论证了自定义协议的重要性。然后,创新性地提出了协议bean的概念。通过这种方法,我们实现了一种面向对象的自定义协议方法,该方法具有更高的性能和可读性。最后,通过对数据带宽和实时响应时间的比较,实验数据表明该框架能够在不破坏软件结构的情况下保证最低的数据带宽。与实时服务器Red5相比,响应时间提高了40倍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Communication framework for MMOG based on custom protocol

This paper presents a real-time communication framework for massive multiplayer online games (MMOG), which is to ensure the efficiency of communication and software readability at the same time. Firstly, we compare the current mainstream serialization technologies and demonstrate the significance of custom protocol through analysis of those technical limitations. Then, the paper puts forward the concept of protocol-bean innovatively. By this means, we implement an object-oriented custom protocol method, which has higher performance and more readability. Finally, through the comparison of data bandwidth and real-time response time, experimental data shows this framework could ensure the lowest data bandwidth without destroying software structure. And compared with real-time server Red5, response time is improved by 40 times.

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CiteScore
0.50
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