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#report.lyx#
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#report.lyx#
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#LyX 1.6.7 created this file. For more info see http://www.lyx.org/
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\lyxformat 345
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\begin_document
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\begin_header
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\textclass report
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\author ""
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||||
\author ""
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||||
\end_header
|
||||
|
||||
\begin_body
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||||
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||||
\begin_layout Title
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||||
Generic Game Server
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||||
\end_layout
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||||
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||||
\begin_layout Author
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||||
Jonatan Pålsson
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||||
\begin_inset Newline newline
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||||
\end_inset
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||||
|
||||
Niklas Landin
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||||
\begin_inset Newline newline
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||||
\end_inset
|
||||
|
||||
Richard Pannek
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||||
\begin_inset Newline newline
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||||
\end_inset
|
||||
|
||||
Matias Petterson
|
||||
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|
||||
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||||
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||||
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||||
\begin_layout Chapter
|
||||
Introduction
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Background
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Purpose
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Challenges
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Challenges lies mainly in providing a reliable, high-performing server and
|
||||
at the same time make it easy to use for game developers.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Basis
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Delimitations
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Types of games
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
In theory no limitations, but in reality it will be limitations.
|
||||
Many factors are involved here.
|
||||
Implementation of protocol, storage possibilities, server capacity, language
|
||||
support.
|
||||
In real time games a low latency is very important not a high bandwidth
|
||||
because the games already send very little data, ~ 80 bytes.
|
||||
Lag of below 250 ms is good, lag up to 500 ms payable and beyond that the
|
||||
lag is noticeable.
|
||||
\end_layout
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||||
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||||
\begin_layout Section
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||||
Method
|
||||
\end_layout
|
||||
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||||
\begin_layout Subsection
|
||||
Development process
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
May be Extreme Programming(XP), need to check this out further.
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||||
Maybe adapt so we can say that we use a standardized software development
|
||||
method.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Demand specification
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Design
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Testing and evaluation
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Can we use quickcheck?
|
||||
\end_layout
|
||||
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||||
\begin_layout Chapter
|
||||
Theory
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Performance
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
How many players can we have on a server? Performance differences between
|
||||
games? e.g can one game have thousands players on a server and another only
|
||||
have hundreds? Questions to be discussed here.
|
||||
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Create a game with several thousand players, see how our server scales,
|
||||
how can we improve the performance? Sharding isn’t very nice..
|
||||
alternatives? Improve the speed of sharding?
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Choice of network protocol
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
There are three main ways in which computer communication over the Internet
|
||||
usually takes place; TCP, UDP and HTTP.
|
||||
The first two are transport layer protocols, which are commonly used to
|
||||
transport application layer protocols, such as HTTP.
|
||||
TCP and UDP can not be used on their own, without an application layer
|
||||
protocol on top.
|
||||
Application layer protocols such as HTTP on the other hand needs a transport
|
||||
layer protocol in order to work.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
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HTTP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Since HTTP is so widely used on the Internet today in web servers, it is
|
||||
available on most Internet connected devices.
|
||||
This means that if HTTP is used in GGS, firewalls will not pose problems,
|
||||
which is a great benefit.
|
||||
However, due to the intended usage of HTTP in web servers, the protocol
|
||||
was designed to be stateless and client-initiated.
|
||||
In order to maintain a state during a game session using HTTP, some sort
|
||||
of token would have to be passed between client and server at all times,
|
||||
much like how a web server works.
|
||||
These facts combined makes HTTP unsuitable for our purposes, since GGS
|
||||
requires a state to be maintained throughout a session, and also needs
|
||||
to push data from the server to clients without the clients requesting
|
||||
data.
|
||||
It should also be mentioned that HTTP uses the TCP protocol for transport,
|
||||
and what is said about TCP also applies to HTTP.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
UDP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Many online games use UDP as the carrier for their application layer protocol.
|
||||
UDP moves data across a network very quickly, however it does not ensure
|
||||
that the data transferred arrives in consistent manner.
|
||||
Data sent via UDP may be repeated, lost or out of order.
|
||||
To ensure the data transferred is in good shape, some sort of error checking
|
||||
mechanisms must be implemented.
|
||||
UDP is a good choice for applications where it is more important that data
|
||||
arrives in a timely manner than that all data arrives undamaged, it is
|
||||
thus very suitable for media streaming, for example.
|
||||
In GGS reliability of transfer was chosen before the speed of the transfer,
|
||||
ruling out UDP as the transport later protocol.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
TCP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
For reliable transfers, TCP is often used on the Internet.
|
||||
Built in to the protocol are the error checking and correction mechanisms
|
||||
missing in UDP.
|
||||
This ensures the consistency of data, but also makes the transfer slower
|
||||
than if UDP had been used.
|
||||
In GGS, data consistency is more important than transfer speeds, and thus
|
||||
TCP is a better alternative than UDP.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Encryption
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Performance penalties
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Availability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
One important factor of a server is the availability, a server that you
|
||||
can not connect to is a bad server.
|
||||
Erlang has several features to increase the availability, for example hot
|
||||
code replacement.
|
||||
It is also critical to have a good design, we want to separate each part
|
||||
of the server and thus avoiding that the whole server will crash.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Players are unsatisfied with the service of WoW Telecoms have the same problem
|
||||
of having to migrate users from one node to another, this is called handover
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Scalability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
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
|
||||
game architectures is very difficult game developers try to use Client
|
||||
- Server architectures which have a natural problem to scale.
|
||||
In this paper we want to show some strategies to achieve scalability.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
UUID
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Security
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
We only support languages running in a sandboxed environment.
|
||||
Each game session is started in its own sandbox.
|
||||
The sandboxing isolates the games in such a way that they can not interfere
|
||||
with each other.
|
||||
If sandboxing was not in place, one game could potentially modify the contents
|
||||
of a different game.
|
||||
A similar approach is taken with the persistent storage we provide.
|
||||
In the storage each game has its own namespace, much like a table in a
|
||||
relational database.
|
||||
A game is not allowed to venture outside this namespace, and can because
|
||||
of this not modify the persistent data of other games.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Overview
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Techniques for ensuring reliability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
One of the main goals of the project is to achieve high reliability.
|
||||
A highly reliable application is one crashes very, very rarely
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
CITATION NEEDED
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
.
|
||||
There are some tools for creating reliable applications built in to Erlang.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Links between processes.
|
||||
When a process spawns a new child process, and the child process later
|
||||
exits, the parent process is notified of the exit.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Transparent distribution over a network of processors.
|
||||
When several nodes participate in a network, it does not matter on which
|
||||
of these machines a process is run.
|
||||
Communication between processes does not depend on the node in which each
|
||||
process is run.
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
through the design patterns described below.
|
||||
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|
||||
|
||||
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|
||||
Supervisor structure
|
||||
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|
||||
|
||||
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|
||||
By linking processes together and notifying parents when children exit,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
There are several approaches to supervisor design in general (when not just
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
\begin_layout Standard
|
||||
When the linking of processes in order to monitor exit behaviour is coupled
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
\end_layout
|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
This ensures separation of the subsystems so that a crash is as isolated
|
||||
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|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Hot code replacement
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Implementation
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
User interface
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Problems
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Erlang JS
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
UUID
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Design choices
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Understanding OTP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Usability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Results and discussion
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Software development methodology
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Statistics
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Conclusion
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
References
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Appendix
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Text goes here...
|
||||
\end_layout
|
||||
|
||||
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|
||||
Objectives
|
||||
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|
||||
|
||||
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|
||||
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|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Figures go here...
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Methodology
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Overview
|
||||
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|
||||
|
||||
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|
||||
Text goes here...
|
||||
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|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
\begin_layout Standard
|
||||
Figures go here...
|
||||
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|
||||
|
||||
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|
||||
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|
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\begin_layout Title
|
||||
Generic Game Server
|
||||
\end_layout
|
||||
|
||||
\begin_layout Author
|
||||
Jonatan Pålsson
|
||||
\begin_inset Newline newline
|
||||
\end_inset
|
||||
|
||||
Niklas Landin
|
||||
\begin_inset Newline newline
|
||||
\end_inset
|
||||
|
||||
Richard Pannek
|
||||
\begin_inset Newline newline
|
||||
\end_inset
|
||||
|
||||
Matias Petterson
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
||||
|
||||
|
||||
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|
||||
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||||
|
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|
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
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||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Introduction
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Background
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Purpose
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Challenges
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Challenges lies mainly in providing a reliable, high-performing server and
|
||||
at the same time make it easy to use for game developers.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Basis
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Delimitations
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Types of games
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
In theory no limitations, but in reality it will be limitations.
|
||||
Many factors are involved here.
|
||||
Implementation of protocol, storage possibilities, server capacity, language
|
||||
support.
|
||||
In real time games a low latency is very important not a high bandwidth
|
||||
because the games already send very little data, ~ 80 bytes.
|
||||
Lag of below 250 ms is good, lag up to 500 ms payable and beyond that the
|
||||
lag is noticeable.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Method
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Development process
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
May be Extreme Programming(XP), need to check this out further.
|
||||
Maybe adapt so we can say that we use a standardized software development
|
||||
method.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Demand specification
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Design
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Testing and evaluation
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Can we use quickcheck?
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Theory
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Performance
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
How many players can we have on a server? Performance differences between
|
||||
games? e.g can one game have thousands players on a server and another only
|
||||
have hundreds? Questions to be discussed here.
|
||||
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Create a game with several thousand players, see how our server scales,
|
||||
how can we improve the performance? Sharding isn’t very nice..
|
||||
alternatives? Improve the speed of sharding?
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Choice of network protocol
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
There are three main ways in which computer communication over the Internet
|
||||
usually takes place; TCP, UDP and HTTP.
|
||||
The first two are transport layer protocols, which are commonly used to
|
||||
transport application layer protocols, such as HTTP.
|
||||
TCP and UDP can not be used on their own, without an application layer
|
||||
protocol on top.
|
||||
Application layer protocols such as HTTP on the other hand needs a transport
|
||||
layer protocol in order to work.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
HTTP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Since HTTP is so widely used on the Internet today in web servers, it is
|
||||
available on most Internet connected devices.
|
||||
This means that if HTTP is used in GGS, firewalls will not pose problems,
|
||||
which is a great benefit.
|
||||
However, due to the intended usage of HTTP in web servers, the protocol
|
||||
was designed to be stateless and client-initiated.
|
||||
In order to maintain a state during a game session using HTTP, some sort
|
||||
of token would have to be passed between client and server at all times,
|
||||
much like how a web server works.
|
||||
These facts combined makes HTTP unsuitable for our purposes, since GGS
|
||||
requires a state to be maintained throughout a session, and also needs
|
||||
to push data from the server to clients without the clients requesting
|
||||
data.
|
||||
It should also be mentioned that HTTP uses the TCP protocol for transport,
|
||||
and what is said about TCP also applies to HTTP.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
UDP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Many online games use UDP as the carrier for their application layer protocol.
|
||||
UDP moves data across a network very quickly, however it does not ensure
|
||||
that the data transferred arrives in consistent manner.
|
||||
Data sent via UDP may be repeated, lost or out of order.
|
||||
To ensure the data transferred is in good shape, some sort of error checking
|
||||
mechanisms must be implemented.
|
||||
UDP is a good choice for applications where it is more important that data
|
||||
arrives in a timely manner than that all data arrives undamaged, it is
|
||||
thus very suitable for media streaming, for example.
|
||||
In GGS reliability of transfer was chosen before the speed of the transfer,
|
||||
ruling out UDP as the transport later protocol.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
TCP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
For reliable transfers, TCP is often used on the Internet.
|
||||
Built in to the protocol are the error checking and correction mechanisms
|
||||
missing in UDP.
|
||||
This ensures the consistency of data, but also makes the transfer slower
|
||||
than if UDP had been used.
|
||||
In GGS, data consistency is more important than transfer speeds, and thus
|
||||
TCP is a better alternative than UDP.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Encryption
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Performance penalties
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Availability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
One important factor of a server is the availability, a server that you
|
||||
can not connect to is a bad server.
|
||||
Erlang has several features to increase the availability, for example hot
|
||||
code replacement.
|
||||
It is also critical to have a good design, we want to separate each part
|
||||
of the server and thus avoiding that the whole server will crash.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Players are unsatisfied with the service of WoW Telecoms have the same problem
|
||||
of having to migrate users from one node to another, this is called handover
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Scalability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
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
|
||||
game architectures is very difficult game developers try to use Client
|
||||
- Server architectures which have a natural problem to scale.
|
||||
In this paper we want to show some strategies to achieve scalability.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
UUID
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Security
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
We only support languages running in a sandboxed environment.
|
||||
Each game session is started in its own sandbox.
|
||||
The sandboxing isolates the games in such a way that they can not interfere
|
||||
with each other.
|
||||
If sandboxing was not in place, one game could potentially modify the contents
|
||||
of a different game.
|
||||
A similar approach is taken with the persistent storage we provide.
|
||||
In the storage each game has its own namespace, much like a table in a
|
||||
relational database.
|
||||
A game is not allowed to venture outside this namespace, and can because
|
||||
of this not modify the persistent data of other games.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Overview
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Techniques for ensuring reliability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
One of the main goals of the project is to achieve high reliability.
|
||||
A highly reliable application is one crashes very, very rarely
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
CITATION NEEDED
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
.
|
||||
There are some tools for creating reliable applications built in to Erlang.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Links between processes.
|
||||
When a process spawns a new child process, and the child process later
|
||||
exits, the parent process is notified of the exit.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Transparent distribution over a network of processors.
|
||||
When several nodes participate in a network, it does not matter on which
|
||||
of these machines a process is run.
|
||||
Communication between processes does not depend on the node in which each
|
||||
process is run.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Hot code replacements.
|
||||
Two versions of the same module can reside in the memory of Erlang at any
|
||||
time.
|
||||
This means that a simple swap between these versions can take place very
|
||||
quickly, and without stopping the machine.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
These three features are some of the basic building blocks for more sophisticate
|
||||
d reliability systems in Erlang.
|
||||
Many times it is not necessary to use these features directly, but rather
|
||||
through the design patterns described below.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Supervisor structure
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
By linking processes together and notifying parents when children exit,
|
||||
we can create supervisors.
|
||||
A supervisor is a common approach in ensuring that an application functions
|
||||
in the way it was intended.
|
||||
When a process misbehaves, the supervisor takes some action to restore
|
||||
the process to a functional state.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
There are several approaches to supervisor design in general (when not just
|
||||
considering how they work in Erlang).
|
||||
One common approach is to have the supervisor look in to the state of the
|
||||
process(es) it supervises, and let the supervisor make decisions based
|
||||
on this state.
|
||||
The supervisor has a specification of how the process it supervises should
|
||||
function, and this is how it makes decisions.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
In Erlang, we have a simple version of supervisors.
|
||||
We do not inspect the state of the processes being supervised.
|
||||
We do have a specification of how the supervised processes should behave,
|
||||
but on a higher level.
|
||||
The specification describes things such as how many times in a given time
|
||||
interval a child process may crash, which processes need restarting when
|
||||
crashes occur, and so forth.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
When the linking of processes in order to monitor exit behaviour is coupled
|
||||
with the transparent distribution of Erlang, a very powerful supervision
|
||||
system is created.
|
||||
For instance, we can restart a failing process on a different, new node,
|
||||
with minimal impact on the system as a whole.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
In GGS, we have separated the system in to two large supervised parts.
|
||||
We try to restart a crashing child separately, if this fails too many times,
|
||||
we restart the nearest supervisor of this child.
|
||||
This ensures separation of the subsystems so that a crash is as isolated
|
||||
as possible.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Graphics
|
||||
filename supervisors.png
|
||||
scale 40
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The graphic above shows our two subsystems, the coordinator subsystem and
|
||||
the dispatcher subsystem.
|
||||
Since these two systems perform very different tasks they have been separated.
|
||||
Each subsystem has one worker process, the coordinator or the dispatcher.
|
||||
The worker process keeps a state which should not be lost upon a crash.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
We have chosen to let faulty processes crash very easily when they receive
|
||||
bad data, or something unexpected happens.
|
||||
The alternative to crashing would have been to try and fix this faulty
|
||||
data, or to foresee the unexpected events.
|
||||
We chose not to do this because it is so simple to monitor and restart
|
||||
processes, and so difficult to try and mend broken states.
|
||||
This approach is something widely deployed in the Erlang world, and developers
|
||||
are often encouraged to “Let it crash”.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
To prevent any data loss, the good state of the worker processes is stored
|
||||
in their respective backup processes.
|
||||
When a worker process (re)starts, it asks the backup process for any previous
|
||||
state, if there is any that state is loaded in to the worker and it proceeds
|
||||
where it left off.
|
||||
If on the other hand no state is available, a special message is delivered
|
||||
instead, making the worker create a new state, this is what happens when
|
||||
the workers are first created.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Hot code replacement
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Implementation
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
User interface
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Problems
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Erlang JS
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
To be able to run JavaScript on our server we needed to embed a JavaScript
|
||||
engine within the server.
|
||||
After a thorough investigation erlang_js became our choice.
|
||||
erlang_js provides direct communication with a JavaScript VM (Virtual Machine).
|
||||
This was exactly what we wanted, but we also needed the possibility to
|
||||
communicate from erlang_js to Erlang.
|
||||
This functionality was not yet implemented in erlang_js, due to lack of
|
||||
time.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
There were two possible solutions to the problem.
|
||||
We could rewrite some part of erlang_js, or we could switch erlang_js for
|
||||
some other JavaScript engine.
|
||||
Searching for other engines we found erlv8 and beam.js which provided the
|
||||
functionality that we wanted.
|
||||
As we tested beam.js it occurred random crashes of the whole Erlang environment.
|
||||
These crashes were related to the use of erlv8 in beam.js and we decided
|
||||
that the use of erlv8 was not an alternative due to the stability issues.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
To get the functionality needed we decided to implement this in erlang_js.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
UUID
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Erlang identifies processes uniquely throughout the entire Erlang network
|
||||
using process IDs (PID).
|
||||
When we wish to refer to erlang processes from outside our erlang system,
|
||||
for example in a virtual machine for a different language, possibly on
|
||||
a different machine, these PIDs are no longer useful.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
This problem is not new, and a common solution is to use a Universally Unique
|
||||
Identifier, a UUID.
|
||||
These identifiers are generated both using randomization and using time.
|
||||
A reasonably large number of UUIDs can be generated before a collision
|
||||
should occur.
|
||||
There are standard tools in many UNIX systems to generate UUIDs, we chose
|
||||
to use the uuidgen command, which employs an equidistributed combined Tausworth
|
||||
e generator.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Design choices
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
When designing concurrent applications, it is useful to picture them as
|
||||
real world scenarios, and to model each actor# as a real world process.
|
||||
A real world process is a process which performs some action in the real
|
||||
world, such as a mailbox receiving a letter, a door being opened, a person
|
||||
translating a text, a soccer player kicking the ball, just to name a few
|
||||
examples.
|
||||
Since we focus on games in this project, it is suitable to model our system
|
||||
as a place where games take place.
|
||||
We imagined a chess club.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The clients pictured as green circles can be thought of as the physical
|
||||
chess players.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
When a player wants to enter the our particular chess club, he must first
|
||||
be let in by the doorman, called the Dispatcher in GGS.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
He then gets a name badge, and thus becomes a Player process in the system.
|
||||
He is also guided in to the lobby by the Coordinator, which has the role
|
||||
of the host of the chess club.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
When players wish to play against each other, they talk to the Coordinator
|
||||
who pairs them up, and places them at a table.
|
||||
Once they have sat down at the table, they no longer need the assistance
|
||||
of the Coordinator, all further communication takes place via the table.
|
||||
This can be thought of as the actual chess game commencing.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
All the moves made in the game are recorded by the table, such that the
|
||||
table can restore the game in case something would happen, such as the
|
||||
table tipping over, which would represent the table process crashing.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Once a player wishes to leave a game, or the entire facility, he should
|
||||
contact the Coordinator, who revokes his name badge and the Dispatcher
|
||||
will let the player out.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
With the information kept in the tables and the Coordinator combined, we
|
||||
can rebuild the entire state of the server at a different location.
|
||||
This can be thought of the chess club catching fire, and the Coordinator
|
||||
rounding up all the tables, running to a new location and building the
|
||||
club up in the exact state it was prior to the fire.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Graphics
|
||||
filename system_structure.png
|
||||
scale 40
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Understanding OTP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Usability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Results and discussion
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Software development methodology
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Statistics
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Conclusion
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
References
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Appendix
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Text goes here..
|
||||
\end_layout
|
||||
|
||||
\begin_layout Bibliography
|
||||
\begin_inset CommandInset bibitem
|
||||
LatexCommand bibitem
|
||||
key "key-1"
|
||||
|
||||
\end_inset
|
||||
|
||||
Savor, T.; Seviora, R.E.; , "Hierarchical supervisors for automatic detection
|
||||
of software failures," PROCEEDINGS The Eighth International Symposium On
|
||||
Software Reliability Engineering , vol., no., pp.48-59, 2-5 Nov1997 doi: 10.1109/IS
|
||||
SRE.1997.630847 URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=630847&i
|
||||
snumber=13710
|
||||
\end_layout
|
||||
|
||||
\begin_layout Bibliography
|
||||
\begin_inset CommandInset bibitem
|
||||
LatexCommand bibitem
|
||||
key "key-6"
|
||||
|
||||
\end_inset
|
||||
|
||||
Vinoski, S.; , "Reliability with Erlang," Internet Computing, IEEE , vol.11,
|
||||
no.6, pp.79-81, Nov.-Dec.
|
||||
2007 doi: 10.1109/MIC.2007.132 URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&ar
|
||||
number=4376232&isnumber=4376216
|
||||
\end_layout
|
||||
|
||||
\begin_layout Bibliography
|
||||
\begin_inset CommandInset bibitem
|
||||
LatexCommand bibitem
|
||||
key "key-5"
|
||||
|
||||
\end_inset
|
||||
|
||||
CESARINI, F., & THOMPSON, S.
|
||||
(2009).
|
||||
Erlang programming.
|
||||
Beijing, O'Reilly.
|
||||
pp.139
|
||||
\end_layout
|
||||
|
||||
\begin_layout Bibliography
|
||||
\begin_inset CommandInset bibitem
|
||||
LatexCommand bibitem
|
||||
key "key-4"
|
||||
|
||||
\end_inset
|
||||
|
||||
"Erlang/OTP Product Information: Technical Description of Erlang." Home of
|
||||
Erlang/OTP.
|
||||
Web.
|
||||
01 Mar.
|
||||
2011.
|
||||
<http://www.erlang.se/productinfo/erlang_tech.shtml>.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Bibliography
|
||||
\begin_inset CommandInset bibitem
|
||||
LatexCommand bibitem
|
||||
key "key-3"
|
||||
|
||||
\end_inset
|
||||
|
||||
Joe Armstrong – Armstrong, J.
|
||||
[2011].
|
||||
If Erlang is the answer, then what is the question?.
|
||||
[1].
|
||||
IT University.
|
||||
Computer Science and Engineering, 15/2/2011
|
||||
\end_layout
|
||||
|
||||
\begin_layout Bibliography
|
||||
\begin_inset CommandInset bibitem
|
||||
LatexCommand bibitem
|
||||
key "key-2"
|
||||
|
||||
\end_inset
|
||||
|
||||
Gul Abdulnabi Agha (1985).
|
||||
ACTORS: A MODEL OF CONCURRENT COMPUTATION IN DISTRIBUTED SYSTEMS.
|
||||
Ph.D thesis, Artificial Intelligence Laboratory, MIT.
|
||||
\end_layout
|
||||
|
||||
\end_body
|
||||
\end_document
|
792
report.lyx~
Normal file
792
report.lyx~
Normal file
|
@ -0,0 +1,792 @@
|
|||
#LyX 1.6.7 created this file. For more info see http://www.lyx.org/
|
||||
\lyxformat 345
|
||||
\begin_document
|
||||
\begin_header
|
||||
\textclass report
|
||||
\begin_preamble
|
||||
\usepackage{indentfirst}
|
||||
\usepackage{tocloft}
|
||||
\usepackage{calc}
|
||||
\date{}
|
||||
\usepackage[section] {placeins}
|
||||
\def\myClearpage{%
|
||||
\ifvmode
|
||||
\ifnum \@dbltopnum =\m@ne
|
||||
\ifdim \pagetotal <\topskip
|
||||
\hbox{}%
|
||||
\fi
|
||||
\fi
|
||||
\fi
|
||||
% \newpage
|
||||
\write\m@ne{}%
|
||||
\vbox{}%
|
||||
\penalty -\@Mi
|
||||
}
|
||||
\def\myCleardoublepage{\myClearpage\if@twoside \ifodd\c@page\else
|
||||
\hbox{}\if@twocolumn\hbox{}\fi\fi\fi}
|
||||
\usepackage{morefloats}
|
||||
\usepackage{graphicx}
|
||||
\usepackage{subfig}
|
||||
\usepackage{tocloft}
|
||||
\renewcommand{\cftchapfont}{\bfseries}
|
||||
\renewcommand{\cftchappagefont}{\bfseries}
|
||||
\renewcommand{\cftchappresnum}{Chapter }
|
||||
\renewcommand{\cftchapnumwidth}{6em}
|
||||
\oddsidemargin 0.5in
|
||||
\textwidth 6in
|
||||
\topmargin 0.0in
|
||||
\textheight 8.0in
|
||||
\setlength\topskip{24pt}
|
||||
\footskip 0.75in
|
||||
\end_preamble
|
||||
\use_default_options true
|
||||
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|
||||
\inputencoding auto
|
||||
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|
||||
\font_sans default
|
||||
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|
||||
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|
||||
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|
||||
\font_osf false
|
||||
\font_sf_scale 100
|
||||
\font_tt_scale 100
|
||||
|
||||
\graphics default
|
||||
\paperfontsize default
|
||||
\spacing double
|
||||
\use_hyperref false
|
||||
\papersize default
|
||||
\use_geometry true
|
||||
\use_amsmath 1
|
||||
\use_esint 1
|
||||
\cite_engine natbib_authoryear
|
||||
\use_bibtopic false
|
||||
\paperorientation portrait
|
||||
\paperwidth 11in
|
||||
\paperheight 8.5in
|
||||
\leftmargin 1.25in
|
||||
\topmargin 1in
|
||||
\rightmargin 1in
|
||||
\bottommargin 1.7in
|
||||
\secnumdepth 3
|
||||
\tocdepth 3
|
||||
\paragraph_separation indent
|
||||
\defskip medskip
|
||||
\quotes_language english
|
||||
\papercolumns 1
|
||||
\papersides 1
|
||||
\paperpagestyle default
|
||||
\tracking_changes false
|
||||
\output_changes false
|
||||
\author ""
|
||||
\author ""
|
||||
\end_header
|
||||
|
||||
\begin_body
|
||||
|
||||
\begin_layout Title
|
||||
Generic Game Server
|
||||
\end_layout
|
||||
|
||||
\begin_layout Author
|
||||
Jonatan Pålsson
|
||||
\begin_inset Newline newline
|
||||
\end_inset
|
||||
|
||||
Niklas Landin
|
||||
\begin_inset Newline newline
|
||||
\end_inset
|
||||
|
||||
Richard Pannek
|
||||
\begin_inset Newline newline
|
||||
\end_inset
|
||||
|
||||
Matias Petterson
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
||||
\backslash
|
||||
pagenumbering{roman}
|
||||
\end_layout
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
||||
\backslash
|
||||
setcounter{page}{5}
|
||||
\end_layout
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
||||
\backslash
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
\backslash
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Newpage newpage
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
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|
||||
\begin_inset ERT
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
||||
\backslash
|
||||
addcontentsline{toc}{chapter}{List of Tables}
|
||||
\end_layout
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset FloatList table
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
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|
||||
|
||||
\begin_layout Standard
|
||||
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|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
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|
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|
||||
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||||
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||||
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|
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|
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|
||||
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|
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|
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
||||
\backslash
|
||||
pagenumbering{arabic}
|
||||
\end_layout
|
||||
|
||||
\begin_layout Plain Layout
|
||||
|
||||
|
||||
\backslash
|
||||
setcounter{page}{1}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Introduction
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Background
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Purpose
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Challenges
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Challenges lies mainly in providing a reliable, high-performing server and
|
||||
at the same time make it easy to use for game developers.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Basis
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Delimitations
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Types of games
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
In theory no limitations, but in reality it will be limitations.
|
||||
Many factors are involved here.
|
||||
Implementation of protocol, storage possibilities, server capacity, language
|
||||
support.
|
||||
In real time games a low latency is very important not a high bandwidth
|
||||
because the games already send very little data, ~ 80 bytes.
|
||||
Lag of below 250 ms is good, lag up to 500 ms payable and beyond that the
|
||||
lag is noticeable.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Method
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Development process
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
May be Extreme Programming(XP), need to check this out further.
|
||||
Maybe adapt so we can say that we use a standardized software development
|
||||
method.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Demand specification
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Design
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Testing and evaluation
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Can we use quickcheck?
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Theory
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Performance
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
How many players can we have on a server? Performance differences between
|
||||
games? e.g can one game have thousands players on a server and another only
|
||||
have hundreds? Questions to be discussed here.
|
||||
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Create a game with several thousand players, see how our server scales,
|
||||
how can we improve the performance? Sharding isn’t very nice..
|
||||
alternatives? Improve the speed of sharding?
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Choice of network protocol
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
There are three main ways in which computer communication over the Internet
|
||||
usually takes place; TCP, UDP and HTTP.
|
||||
The first two are transport layer protocols, which are commonly used to
|
||||
transport application layer protocols, such as HTTP.
|
||||
TCP and UDP can not be used on their own, without an application layer
|
||||
protocol on top.
|
||||
Application layer protocols such as HTTP on the other hand needs a transport
|
||||
layer protocol in order to work.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
HTTP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Since HTTP is so widely used on the Internet today in web servers, it is
|
||||
available on most Internet connected devices.
|
||||
This means that if HTTP is used in GGS, firewalls will not pose problems,
|
||||
which is a great benefit.
|
||||
However, due to the intended usage of HTTP in web servers, the protocol
|
||||
was designed to be stateless and client-initiated.
|
||||
In order to maintain a state during a game session using HTTP, some sort
|
||||
of token would have to be passed between client and server at all times,
|
||||
much like how a web server works.
|
||||
These facts combined makes HTTP unsuitable for our purposes, since GGS
|
||||
requires a state to be maintained throughout a session, and also needs
|
||||
to push data from the server to clients without the clients requesting
|
||||
data.
|
||||
It should also be mentioned that HTTP uses the TCP protocol for transport,
|
||||
and what is said about TCP also applies to HTTP.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
UDP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Many online games use UDP as the carrier for their application layer protocol.
|
||||
UDP moves data across a network very quickly, however it does not ensure
|
||||
that the data transferred arrives in consistent manner.
|
||||
Data sent via UDP may be repeated, lost or out of order.
|
||||
To ensure the data transferred is in good shape, some sort of error checking
|
||||
mechanisms must be implemented.
|
||||
UDP is a good choice for applications where it is more important that data
|
||||
arrives in a timely manner than that all data arrives undamaged, it is
|
||||
thus very suitable for media streaming, for example.
|
||||
In GGS reliability of transfer was chosen before the speed of the transfer,
|
||||
ruling out UDP as the transport later protocol.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
TCP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
For reliable transfers, TCP is often used on the Internet.
|
||||
Built in to the protocol are the error checking and correction mechanisms
|
||||
missing in UDP.
|
||||
This ensures the consistency of data, but also makes the transfer slower
|
||||
than if UDP had been used.
|
||||
In GGS, data consistency is more important than transfer speeds, and thus
|
||||
TCP is a better alternative than UDP.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Encryption
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Performance penalties
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Availability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
One important factor of a server is the availability, a server that you
|
||||
can not connect to is a bad server.
|
||||
Erlang has several features to increase the availability, for example hot
|
||||
code replacement.
|
||||
It is also critical to have a good design, we want to separate each part
|
||||
of the server and thus avoiding that the whole server will crash.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Players are unsatisfied with the service of WoW Telecoms have the same problem
|
||||
of having to migrate users from one node to another, this is called handover
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Scalability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
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
|
||||
game architectures is very difficult game developers try to use Client
|
||||
- Server architectures which have a natural problem to scale.
|
||||
In this paper we want to show some strategies to achieve scalability.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
UUID
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Security
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
We only support languages running in a sandboxed environment.
|
||||
Each game session is started in its own sandbox.
|
||||
The sandboxing isolates the games in such a way that they can not interfere
|
||||
with each other.
|
||||
If sandboxing was not in place, one game could potentially modify the contents
|
||||
of a different game.
|
||||
A similar approach is taken with the persistent storage we provide.
|
||||
In the storage each game has its own namespace, much like a table in a
|
||||
relational database.
|
||||
A game is not allowed to venture outside this namespace, and can because
|
||||
of this not modify the persistent data of other games.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Overview
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Techniques for ensuring reliability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
One of the main goals of the project is to achieve high reliability.
|
||||
A highly reliable application is one crashes very, very rarely
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
CITATION NEEDED
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
.
|
||||
There are some tools for creating reliable applications built in to Erlang.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Links between processes.
|
||||
When a process spawns a new child process, and the child process later
|
||||
exits, the parent process is notified of the exit.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Transparent distribution over a network of processors.
|
||||
When several nodes participate in a network, it does not matter on which
|
||||
of these machines a process is run.
|
||||
Communication between processes does not depend on the node in which each
|
||||
process is run.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Itemize
|
||||
Hot code replacements.
|
||||
Two versions of the same module can reside in the memory of Erlang at any
|
||||
time.
|
||||
This means that a simple swap between these versions can take place very
|
||||
quickly, and without stopping the machine.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
These three features are some of the basic building blocks for more sophisticate
|
||||
d reliability systems in Erlang.
|
||||
Many times it is not necessary to use these features directly, but rather
|
||||
through the design patterns described below.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Supervisor structure
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
By linking processes together and notifying parents when children exit,
|
||||
we can create supervisors.
|
||||
A supervisor is a common approach in ensuring that an application functions
|
||||
in the way it was intended.
|
||||
When a process misbehaves, the supervisor takes some action to restore
|
||||
the process to a functional state.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
There are several approaches to supervisor design in general (when not just
|
||||
considering how they work in Erlang).
|
||||
One common approach is to have the supervisor look in to the state of the
|
||||
process(es) it supervises, and let the supervisor make decisions based
|
||||
on this state.
|
||||
The supervisor has a specification of how the process it supervises should
|
||||
function, and this is how it makes decisions.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
In Erlang, we have a simple version of supervisors.
|
||||
We do not inspect the state of the processes being supervised.
|
||||
We do have a specification of how the supervised processes should behave,
|
||||
but on a higher level.
|
||||
The specification describes things such as how many times in a given time
|
||||
interval a child process may crash, which processes need restarting when
|
||||
crashes occur, and so forth.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
When the linking of processes in order to monitor exit behaviour is coupled
|
||||
with the transparent distribution of Erlang, a very powerful supervision
|
||||
system is created.
|
||||
For instance, we can restart a failing process on a different, new node,
|
||||
with minimal impact on the system as a whole.
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
In GGS, we have separated the system in to two large supervised parts.
|
||||
We try to restart a crashing child separately, if this fails too many times,
|
||||
we restart the nearest supervisor of this child.
|
||||
This ensures separation of the subsystems so that a crash is as isolated
|
||||
as possible.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Graphics
|
||||
filename supervisors.png
|
||||
scale 50
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
Hot code replacement
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Implementation
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
User interface
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Problems
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Erlang JS
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
UUID
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Design choices
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Understanding OTP
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Usability
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Results and discussion
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Software development methodology
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Statistics
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Conclusion
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
References
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Appendix
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Text goes here...
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Objectives
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Newpage newpage
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Figures go here...
|
||||
\end_layout
|
||||
|
||||
\begin_layout Chapter
|
||||
Methodology
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
Overview
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Text goes here...
|
||||
\begin_inset Newpage newpage
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Figures go here...
|
||||
\end_layout
|
||||
|
||||
\end_body
|
||||
\end_document
|
BIN
report.pdf
Normal file
BIN
report.pdf
Normal file
Binary file not shown.
BIN
supervisors.png
Normal file
BIN
supervisors.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 24 KiB |
BIN
system_structure.png
Normal file
BIN
system_structure.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 55 KiB |
Loading…
Add table
Add a link
Reference in a new issue