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