Added new introductory text

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Jonatan Pålsson 2011-04-26 18:23:01 +02:00
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commit 62f3f6eda1

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@ -155,7 +155,7 @@ end{textblock*}
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\begin_layout Title
Generic Game Server
Reliable Generic Game Server
\end_layout
\begin_layout Author
@ -288,36 +288,86 @@ Introduction
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\begin_layout Standard
The introduction aims to give the reader a good base to stand on when taking
on the rest of this thesis.
A background and motivation of why this topic is interesting is given,
and some basic terminoligy is defined and explained.
To understand many of the core issues in the GGS, some prior knowledge
of other topics is needed, the introduction aims to give this prior knowledge.
\end_layout
\begin_layout Standard
We draw some parallels to existing solutions which solve similar problems
in different sectors.
The main challenges of the project are outlined, with the solutions thereof
following later on in the paper.
Some boundaries are placed on the project, since it is not possible to
cover everything at once.
By placing these boundaries, the purpose of the GGS is further refined.
The reliable generic game server, hereafter known as GGS, is a computer
program designed to
\emph on
host
\emph default
network games on one or more server computers.
Hosting, in a network software setting, means allowing client software
connect to the server software, for the purpose of utilizing services provided
by the server.
The GGS software provides games as a service, and the clients connecting
to the GGS can play these games on the GGS.
\end_layout
\begin_layout Standard
The idea of game servers is not new, network games have been played for
decades.
Early, popular examples of network games include the
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Quake
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series, or the
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Doom
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\begin_layout Plain Layout
Also cover the final topics; method (development process, etc).
As of this eriting, the contents of method are unknown.
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Come up w/ better game
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games.
Newer examples of network games include
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World of Warcraft
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, and
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Counter-Strike
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.
The difference between the GGS and the servers for these games is that
the servers for Doom, Quake, and the others listed, were designed with
these specific games in mind.
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\begin_layout Standard
What GGS does is to provide a
\emph on
generic
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framework for developing network games.
The framework is generic in the sense that it is not bound to a specific
game.
There are many different types of games, some are inheritly more time sensitive
than others, strategy games are examples of games which are not very sensitive
to time delays, first-person shooters however, can be very sensitive.
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\begin_layout Standard
The generic nature of the GGS allows the creation of many different types
of games, the motivation behind this is to remove the neccessity of writing
new game servers when developing new games.
\end_layout
\begin_layout Standard
The GGS is in addition to being generic, also
\emph on
reliable
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in the sense that the gaming service provided is consistant and available.
A consistant and available server is a server that handles hardware failiures
and software failiures gracefully.
In the event of a component breaking within the GGS, the error is handled
by fault recovery processes, thereby creating a more reliable system.
\end_layout
\begin_layout Section
@ -384,6 +434,23 @@ In the current state game servers is coded for each game that needs it,
Purpose
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\begin_layout Standard
\begin_inset Note Note
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\begin_layout Plain Layout
The purpose of the GGS project.
What is the purpose of creating a fault tolerant server, why is it generic,
and what good does it do to have a scalable system? In the background,
we should give the motivations behind creating this software, but here
we should outline why the software is needed.
\end_layout
\end_inset
\end_layout
\begin_layout Standard
The purpose of the GGS project is to create a
\emph on