Modified chapter 1 for clarity, also fixed broken content of chap 2
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476
report.lyx
476
report.lyx
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@ -427,7 +427,7 @@ Since these early games, the gaming industry have become much more influential
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the computer game industry.
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More powerful games require more powerful, and more easily available hardware
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\begin_inset Note Note
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status open
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status collapsed
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\begin_layout Plain Layout
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Drop a reference to the gaming industry pressuring more advanced hardware
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@ -455,8 +455,8 @@ Due to the increasing importance of computer gaming, more focus should be
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spent on improving the quality of the gaming service.
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As more and more computer games are gaining multiplayer capabilities, the
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demands for multiplayer networking software rises.
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This thesis is about techniques for improving the quality of this networking
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software.
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The topic of this thesis is techniques for improving the quality of this
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networking software.
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\end_layout
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\begin_layout Standard
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@ -612,7 +612,7 @@ generic
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The framework is generic in the sense that it is not bound to a specific
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game.
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There are many different types of games, some are inherently more time
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sensitive than others, strategy games are examples of games which are not
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sensitive than others Strategy games are examples of games which are not
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very sensitive to time delays, first-person shooters however, can be very
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sensitive.
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\end_layout
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@ -675,8 +675,8 @@ name "sec:Background"
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\begin_layout Standard
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The game industry is a quickly growing industry with high revenues and many
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clever computer scientists.
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Strangely enough their customers often experience long downtimes due to
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maintaining or because of problems with the servers
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Strangely enough gamers often experience long downtimes due to maintaining
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or because of problems with the servers
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\begin_inset CommandInset citation
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LatexCommand citet
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key "news/cnet/com/WoWProblems"
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@ -752,17 +752,17 @@ key "Armstrong03"
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An unavailable phone system could potentially have life threatening consequence
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s, leaving the public unable to contact emergency services.
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The same cannot be said about an unavailable game server.
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The statement that game servers are less important than phone systems are
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The statement that game servers are less important than phone systems is
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not a reason not to draw wisdom from what the telecoms have already learned.
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\end_layout
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\begin_layout Standard
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Moving back to the gaming industry.
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The main reason to develop reliable servers is a higher revenue, do archive
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The main reason to develop reliable servers is a higher revenue, to achive
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this it is important for game companies to expand their customer base.
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Reliable game servers will create a good image of the company.
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In general the downtime of game servers is much higher than the downtime
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of telecom systems evenso the overall structure of the systems is similar
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of telecom systems even so the overall structure of the systems is similar
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in many ways.
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It should be possible to learn and reuse solutions from the telecom systems
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to improve game servers.
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@ -771,13 +771,13 @@ Moving back to the gaming industry.
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\begin_layout Standard
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In the current state game servers are developed on a per-game basis, often
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this seems like a bad solution.
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this seems like bad practice.
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Developers of multiplayer games need to understand network programming,
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which above all be a problem for small companies and indipendent game developer
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s who often lack expertise in that field.
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A way to help them in the competition would be to offer a generic game
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server which gives them a environment in which they can implement their
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game in.
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which can be a problem for small companies and independent game developers
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who often lack expertise in that field.
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A way to help game developers in developign servers would be to offer a
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generic game server which gives developers an environment in which they
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can implement their game.
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This approach would not only make it easier to develop network games, it
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would also allow games in different programming languages to be implemented
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using the same server.
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@ -785,7 +785,7 @@ s who often lack expertise in that field.
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\begin_layout Standard
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Some key factors to the development of the GGS have been isolated.
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Many of these are found in the telecom sector too.
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Many of these are also found in the telecom sector.
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The factors are
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\emph on
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scalability, fault tolerance
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@ -849,7 +849,7 @@ dependability
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even in the presence of errors.
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The specification could define error handling procedures which activate
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when an error occurs.
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This means that a fault tolerant, dependable system, will have a very high
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This means that a fault tolerant, dependable system will have a very high
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probability of functioning at a given point in time, and is exactly what
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is desired.
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@ -878,10 +878,13 @@ reference "sec:Generic"
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\begin_layout Standard
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The server behaves in a way similar to an application server, but is designed
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to help running games.
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to help running games instead pf typical applications.
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An application server provides processing ability and time, therefore it
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is different from a file- or print-server, which only serves resources
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to the clients.
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In order to more easily understand the purpose of the GGS, it can be of
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use to briefly think of application servers, thereafter viewing the differences
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between the GGS and application servers.
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\end_layout
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\begin_layout Standard
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@ -990,14 +993,33 @@ textbf{Erlang}}{A concurrent programming language, often used for telecom
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A database server can also be seen as an application server.
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Scripts, for example SQL queries or JavaScript, are sent to the server,
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which runs them and returns the evaluated data to the clients.
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\end_layout
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\begin_layout Standard
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One purpose of this thesis is to investigate how one could make a game server
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as generic as possible.
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Some important helpers are discussed, such as abstraction of the network
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layer, data store and game specific features.
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The difference between the application servers and database servers described
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and the GGS is the purpose of the servers.
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Application servers were developed to run applications, often web applications.
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The application servers offer appealing features for application developers,
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which aid these developers in writing applications.
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Database servers were developed in order to provide access to and allow
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programming of databases, thus having features specifically tailored for
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database development.
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\end_layout
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\begin_layout Standard
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The GGS on the other hand offers features appealing to game developers.
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While it would be technically possible to write both regular applications
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and database software using the GGS, this is not the intended usage of
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the server, and this is how the GGS differs from other kinds of application
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servers.
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\end_layout
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\begin_layout Standard
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To allow the development of different games, the game server developed need
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to be generic, therefore one purpose of this thesis is to investigate how
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one could make a game server as generic as possible.
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Some important helpers for game developers are discussed, such as abstraction
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of the network layer, data store and game specific features.
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\end_layout
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@ -1139,14 +1161,14 @@ How easy it is to send messages from the GDL VM to the GGS?
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\end_layout
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\begin_layout Itemize
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Is it possible to sandbox every game with a context or something comperable?
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Is it possible to sandbox every game with a context or something comparable?
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\end_layout
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\begin_layout Standard
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Internally the GDL VM needs to interface with the GGS to make use of the
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helpers and tools that the GGS provides.
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Thus an internal API has to be designed to make the GDL VM to be able to
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interacti with the GGS.
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Thus an internal API has to be designed to make the GDL VM be able to interact
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with the GGS.
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This API is ideally completely independent of the GDL, and reusable for
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any GDL.
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\end_layout
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@ -1172,6 +1194,9 @@ reliable
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is fault tolerant.
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In order to facilitate scalability the GGS needs a storage platform which
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is accessible and consistent.
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The sclability aspects of the GGS are discussed from a theoretical point
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of view, however no practical implementation of the scalability aspects
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are found in the prototype.
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\end_layout
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\begin_layout Section
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@ -1182,7 +1207,7 @@ Limitations of the prototype
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The implementation of the GGS protocol together with storage possibilities,
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server capacity, and game language support imposes some limitations on
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the project.
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To get a functional prototype some limits must be set on the types games
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To get a functional prototype, some limits must be set on the types games
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that can be played on the prototype.
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\begin_inset ERT
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status open
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@ -1293,8 +1318,9 @@ Jeopardy
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\emph default
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.
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Both game types have varying difficulties and needs when it comes to implementi
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ng them, a Generic Game Server should address all of them and help the developer
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to accomplish his goal.
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ng them, a Generic Game Server should address all of these difficulties
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in order to provide the tools neccessary for the implementation of both
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game types.
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\end_layout
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\begin_layout Standard
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@ -1384,7 +1410,7 @@ In this chapter, the theory behind the techniques used in the GGS are discussed.
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Benchmarking techniques are discussed.
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The options when choosing network protocols are given, along with a discussion
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of each alternative.
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Finally, an overview of scalability, fault tolerance and availability are
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Finally, an overview of scalability, fault tolerance and availability is
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presented.
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\end_layout
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@ -3308,200 +3334,6 @@ textbf{.NET}}{Software platform}
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\end_inset
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\end_layout
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\begin_layout Subsection
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Other languages
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\end_layout
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\begin_layout Standard
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Other languages like
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\emph on
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lua
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\emph default
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,
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\emph on
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ActionScript
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\emph default
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are suitable as well because there is a virtual machine for each of them
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which can be
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\begin_inset Quotes eld
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\end_inset
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plugged in
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\begin_inset Quotes erd
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\end_inset
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into our GDL VM interface.
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With help of the
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\emph on
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Java Virtual Machine
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\emph default
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or the
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\emph on
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.NET
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\emph default
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environment it is even possible to run nearly every available programming
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language in a sandbox as a GDL.
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\end_layout
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\begin_layout Standard
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Due lack of time we have decided to use just the Erlang <-> JavaScrThere
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is only a very limited number of game developers who would like to write
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their games in Erlang, therefore we had to come up with something to resolve
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this problem.
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The main idea was to offer a replacable module which would introduce an
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interface to different virtual machines which would run the game code.
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This way a game developer can write the game in his favorite language while
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the server part still is written in Erlang and can benefit from all of
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its advantages.
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\end_layout
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\begin_layout Subsection
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JavaScript
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\end_layout
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\begin_layout Standard
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JavaScript has gained a lot of popularity lately, it is used in large projects
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such as
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\emph on
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Riak
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\emph default
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\begin_inset Foot
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status open
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\begin_layout Plain Layout
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\begin_inset Flex URL
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status collapsed
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\begin_layout Plain Layout
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http://wiki.basho.com/An-Introduction-to-Riak.html
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\end_layout
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\end_inset
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\end_layout
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\end_inset
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,
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\emph on
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CouchDB
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\emph default
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\begin_inset Foot
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status collapsed
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\begin_layout Plain Layout
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\begin_inset Flex URL
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status collapsed
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\begin_layout Plain Layout
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http://couchdb.apache.org
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\end_layout
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\end_inset
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\end_layout
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\end_inset
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.
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On the popular social coding site
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\emph on
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GitHub.com
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\emph default
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, 18%
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\begin_inset Foot
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status collapsed
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\begin_layout Plain Layout
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during the writing of the thesis the percentage went up to 19%
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\begin_inset Flex URL
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status collapsed
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\begin_layout Plain Layout
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https://github.com/languages/
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\end_layout
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\end_inset
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\end_layout
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\end_inset
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of all code is written in JavaScript.
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The popularity of JavaScript in the programming community, in combination
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with the availability of several different JavaScript virtual machines
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was an important influence in choosing JavaScript as the main control language
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for our GGS prototype.
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\begin_inset ERT
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status collapsed
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\begin_layout Plain Layout
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\backslash
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nomenclature{
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\backslash
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textbf{CouchDB}}{Database server}
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\end_layout
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\begin_layout Plain Layout
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\backslash
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nomenclature{
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\backslash
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textbf{Riak}}{Database server}
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\end_layout
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\begin_layout Plain Layout
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\backslash
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nomenclature{
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\backslash
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textbf{GitHub.com}}{Social coding website}
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\end_layout
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\begin_layout Plain Layout
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\backslash
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nomenclature{
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\backslash
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textbf{ActionScript}}{Programming language}
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\end_layout
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\begin_layout Plain Layout
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|
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|
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\backslash
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nomenclature{
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\backslash
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textbf{Lua}}{Programming language}
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\end_layout
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||||
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\begin_layout Plain Layout
|
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|
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|
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\backslash
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nomenclature{
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\backslash
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textbf{.NET}}{Software platform}
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\end_layout
|
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\end_inset
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\end_layout
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\begin_layout Subsection
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|
@ -3564,201 +3396,7 @@ The GGS is intended to be used for powering games which have many concurrent
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\end_layout
|
||||
|
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\begin_layout Standard
|
||||
When developing the GGS, two main categories of games exhibit in.
|
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There is only a very limited number of game developers who would like to
|
||||
write their games in Erlang, therefore we had to come up with something
|
||||
to resolve this problem.
|
||||
The main idea was to offer a replacable module which would introduce an
|
||||
interface to different virtual machines which would run the game code.
|
||||
This way a game developer can write the game in his favourite language
|
||||
while the server part still is written in Erlang and can benefit from all
|
||||
of its advantages.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
JavaScript
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
JavaScript has gained a lot of popularity lately, it is used in large projects
|
||||
such as
|
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\emph on
|
||||
Riak
|
||||
\emph default
|
||||
|
||||
\begin_inset Foot
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
\begin_inset Flex URL
|
||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
http://wiki.basho.com/An-Introduction-to-Riak.html
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\end_inset
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||||
|
||||
,
|
||||
\emph on
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CouchDB
|
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\emph default
|
||||
|
||||
\begin_inset Foot
|
||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
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||||
\begin_inset Flex URL
|
||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
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http://couchdb.apache.org
|
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\end_layout
|
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|
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\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
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.
|
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On the popular social coding site
|
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\emph on
|
||||
GitHub.com
|
||||
\emph default
|
||||
, 18%
|
||||
\begin_inset Foot
|
||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
|
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during the writing of the thesis the percentage went up to 19%
|
||||
\begin_inset Flex URL
|
||||
status collapsed
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||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
https://github.com/languages/
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
of all code is written in JavaScript.
|
||||
The popularity of JavaScript in the programming community, in combination
|
||||
with the availability of several different JavaScript virtual machines
|
||||
was an important influence in choosing JavaScript as the main control language
|
||||
for our GGS prototype.
|
||||
\begin_inset ERT
|
||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
||||
\backslash
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nomenclature{
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\backslash
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||||
textbf{CouchDB}}{Database server}
|
||||
\end_layout
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
||||
\backslash
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nomenclature{
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\backslash
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textbf{Riak}}{Database server}
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||||
\end_layout
|
||||
|
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\begin_layout Plain Layout
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|
||||
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||||
\backslash
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nomenclature{
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\backslash
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textbf{GitHub.com}}{Social coding website}
|
||||
\end_layout
|
||||
|
||||
\begin_layout Plain Layout
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||||
|
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\backslash
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nomenclature{
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\backslash
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textbf{ActionScript}}{Programming language}
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||||
\end_layout
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||||
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||||
\begin_layout Plain Layout
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||||
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||||
|
||||
\backslash
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nomenclature{
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\backslash
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textbf{Lua}}{Programming language}
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||||
\end_layout
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
||||
\backslash
|
||||
nomenclature{
|
||||
\backslash
|
||||
textbf{.NET}}{Software platform}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Other languages
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Other languages like
|
||||
\emph on
|
||||
lua
|
||||
\emph default
|
||||
,
|
||||
\emph on
|
||||
ActionScript
|
||||
\emph default
|
||||
are suitable as well because there is a virtual machine for each of them
|
||||
which can be
|
||||
\begin_inset Quotes eld
|
||||
\end_inset
|
||||
|
||||
plugged in
|
||||
\begin_inset Quotes erd
|
||||
\end_inset
|
||||
|
||||
into our GDL VM interface.
|
||||
With help of the
|
||||
\emph on
|
||||
Java Virtual Machine
|
||||
\emph default
|
||||
or the
|
||||
\emph on
|
||||
.NET
|
||||
\emph default
|
||||
environment it is even possible to run nearly every available programming
|
||||
language in a sandbox as a GDL.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Due lack of time we have decided to use just the Erlang <-> JavaScrg different
|
||||
When developing the GGS, two main categories of games exhibiting different
|
||||
performance demands were identified; real-time games and turn-based games.
|
||||
The real-time games were deemed more demanding than the turn based games.
|
||||
Tests were carried out using a real time game, since this is the more demanding
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue