minor language changes
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44
report.lyx
44
report.lyx
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@ -7534,8 +7534,9 @@ name "chap:Results-and-discussion"
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\end_layout
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\begin_layout Standard
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In this chapter the results of the GGS prototype are presented and discussed.
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The results of the ing are presented with both graphical and textual content.
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In this chapter the results of tests done on the GGS prototype are presented
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and discussed.
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The test results are presented with both graphical and textual content.
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Finally thoughts about how future improvements to the prototype could look
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like are given.
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\end_layout
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@ -7636,6 +7637,10 @@ Since we donät include this..
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\end_layout
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\begin_layout Plain Layout
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Richard: I think we should mention it and conclude that the data was garbage.
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\end_layout
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\end_inset
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The hardware that the GGS was running on was a Thinkpad T410, with a Intel
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@ -7643,28 +7648,28 @@ The hardware that the GGS was running on was a Thinkpad T410, with a Intel
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\end_layout
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\begin_layout Standard
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In the first test, where Mnesia was used, the server had a peak value of
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nearly 6000 messages per second.
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In the first test, in which Mnesia has been heavily used, the server had
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a peak value of nearly 6,000 messages per second.
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When this number was reached Mnesia warned that it was overloaded and shortly
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after that Mnesia failed to serve requests.
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This result was not unexpected as this test put the database under heavy
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load.
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In the next testing session, the test was conducted with another client
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In the next testing session, the test has been conducted with another client
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that did not use Mnesia.
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Without mnesia the server peaked at 60000 messages per second, however
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Without mnesia the server peaked at 60,000 messages per second, however
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this was only for a very short time.
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The average throughput was around 25000 messages per second, five times
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The average throughput was around 25,000 messages per second, five times
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more than what the server was able to process with Mnesia in place.
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\end_layout
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\begin_layout Standard
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In the second testing session the delay between the server and clients was
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also measured.
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A connection can be seen between those values, as long as the server is
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In the second testing session the delay between the server and clients has
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also been measured.
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A connection can be seen between those values; as long as the server is
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under moderate load the delay is low and stable.
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When the load on the server increases heavily the delay does the same,
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this is because the server cannot process all incoming messages and therefore
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When the load on the server increases heavily the delay does too, this
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is because the server cannot process all incoming messages and therefore
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messages are put in a queue within the system.
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\end_layout
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@ -7763,8 +7768,8 @@ name "fig:msg-per-sec-MNESIA"
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\end_inset
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The graph shows messages per second for intervals of clients connected.
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Each client performs 3 asynchronous writes to the Mnesia database each
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second.
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Each client performs at least 3 asynchronous writes to the Mnesia database
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each second.
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\end_layout
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\end_inset
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@ -7925,7 +7930,7 @@ Future improvements
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\end_layout
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\begin_layout Standard
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There are several things in the GGS that can be improved.
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There are several things in the GGS prototype that can be improved.
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In this section the most important additions to the GGS are described,
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along with a motivation as to why these additions are not found in the
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GGS prototype.
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@ -7985,10 +7990,11 @@ Need references for assertions about UDP being nicer on the CPU.
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Because of TCP being a connection oriented protocol, it is not suited for
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all types of game data transfers.
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Each transmission will consume more network bandwidth than connectionless
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protocols like UDP and cause unnecessary load on the processor.
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protocols like UDP and cause unnecessary load on the processor while performing
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, in some cases unnecessary, tests to assure the correctness of the data.
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Therefore support for UDP would mean that more games could be run simultaneousl
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y on the GGS.
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Another advantage of UDP is latency being reduced.
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Another advantage of UDP is that latency is being reduced.
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Without having to setup a connection for each group packets of data being
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sent, they will be sent instantly and therefore arrive earlier.
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Latency is of highest importance in real-time games as it improves realism
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@ -8028,7 +8034,7 @@ The cache was never implemented in the prototype due to other parts of the
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\begin_layout Standard
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A possible future addition to the GGS could be to add this cache in the
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database module.
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The API would not need to change, as this could be implemented internally
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The API would not need any changes, as this could be implemented internally
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in the database module.
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\begin_inset ERT
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@ -8062,7 +8068,7 @@ To make the GGS as generic as possible seperation of game and server logic
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is necessary.
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Designing a good API is vital in order to allow game developers to interact
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with the server in a easy manner and with minimal overhead.
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Furthermore every game should be isalated so that games can not interfare
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Furthermore every game should be isolated so that games can not interfare
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with each other.
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Isolation can be achived by introducing a context for each game which leads
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to the fact that each game runs in its own sandbox.
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