diff --git a/report.lyx b/report.lyx index 3014428..36936fa 100644 --- a/report.lyx +++ b/report.lyx @@ -649,7 +649,7 @@ For reliable transfers, TCP is often used on the Internet. \end_layout \begin_layout Section -Encryption +Fault Tolerant \end_layout \begin_layout Subsubsection @@ -689,6 +689,47 @@ Scalability \end_layout \begin_layout Standard +Each instance of GGS contains several tables. + Each table is an isolated instance of a game, for example a chess game + or a poker game. + The way that GGS scales is to distribute these tables on different servers. + In many games it is not necessary for a player to move between tables during + games. + This is for example not a common occurrence in chess, where it would be + represented as a player standing up from her current table and sitting + down at a new table, all within the same game session. + With this in mind, the main focus of GGS is not to move players between + tables, but to keep a player in a table, and to start new tables instead. + When a server has reached a certain amount of players the performance will + start to decrease. + To avoid this GGS will start new tables on another server, using this technique + the players will be close to evenly distributed between the servers. + It is important to investigate and find out how many players that are optimal + for each server. + This approach makes it possible to utilize all resources with moderate + load, instead of having some resources with heavy load and some with almost + no load. +\end_layout + +\begin_layout Standard +As mentioned in the purpose section there are two different types of scalability +, structural scalability and load scalability. + To make GGS scalable both types of scalability are needed. + Structural scalability means in our case that it should be possible to + add more servers to an existing cluster of servers. + By adding more servers the limits of how many users a system can have is + increased. + Load scalability in contrast to structural scalability is not about how + to increase the actual limits of the system. + Instead it means how good the system handles increased load. + GGS should be able to scale well in both categories. +\end_layout + +\begin_layout Standard +\begin_inset Note Note +status open + +\begin_layout Plain Layout Because P2P game architectures are a constant goal for cheaters and because “Cheating is a major concern in network games as it degrades the experience of the majority of players who are honest” and preventing cheating in P2P @@ -697,6 +738,11 @@ Because P2P game architectures are a constant goal for cheaters and because In this paper we want to show some strategies to achieve scalability. \end_layout +\end_inset + + +\end_layout + \begin_layout Subsubsection UUID \end_layout @@ -719,6 +765,10 @@ We only support languages running in a sandboxed environment. of this not modify the persistent data of other games. \end_layout +\begin_layout Subsection +Encryption +\end_layout + \begin_layout Chapter Overview \end_layout