Merge branch 'master' of github.com:jeena/GGS-report
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8ac1481b35
2 changed files with 40 additions and 16 deletions
36
report.lyx
36
report.lyx
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@ -2427,6 +2427,13 @@ The need for fault tolerance in game servers is not as obvious as it may
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the system crashes than works with the faulty data.
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There are cases where safety may be critical in game servers, one example
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is in games where in-game money exist.
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\begin_inset CommandInset citation
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LatexCommand citet
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key "Gartner:1999:FFD:311531.311532"
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\end_inset
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\end_layout
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\begin_layout Section
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@ -2515,7 +2522,7 @@ name "sec:Scalability"
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\end_layout
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\begin_layout Standard
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Each instance of the GGS contains several tables.
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Each instance of the GGS contains several so called tables.
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Each table is an isolated instance of a game, for instance a chess game
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or a poker game.
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The way that the GGS scales is to distribute these tables on different
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@ -2855,9 +2862,9 @@ textbf{UUID}}{Universally Unique Identifier}
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\end_layout
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\begin_layout Standard
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Inside the GGS, everything has a unique identifier.
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Inside the GGS everything has a unique identifier.
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There are identifiers for players, tables and other resources.
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When players communicate amongst each other, or communicate with tables,
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When players communicate amongst each other or communicate with tables,
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they need to be able to uniquely identify all of these resources.
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Within one machine, this is mostly not a problem.
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A simple system with a counter can be imagined, where each request for
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@ -2940,10 +2947,10 @@ Ds generated until 3400 A.D.
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\end_inset
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.
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This is accomplished by gathering several different sources of information,
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such as: time, MAC addresses of network cards, and operating system data,
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such as percentage of memory in use, mouse cursor position and process
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IDs.
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The generation of a UUID is accomplished by gathering several different
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sources of information, such as: time, MAC addresses of network cards,
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and operating system data, such as percentage of memory in use, mouse cursor
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position and process IDs.
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The gathered data is then
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\emph on
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hashed
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@ -2973,15 +2980,7 @@ reference "fig:network-split"
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\end_inset
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, where
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\emph on
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Site A
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\emph default
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is separated from
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\emph on
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Site B
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\emph default
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by a faulty network (illustrated by the cloud and lightening bolt).
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, where an example of a network split is presented.
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When
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\emph on
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@ -8103,6 +8102,11 @@ To start the GGS is not self explanatory.
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Conclusion
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\end_layout
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\begin_layout Standard
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This thesis describes a method to create a reliable and generic game server
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with help of the techniques used in the telecom industry.
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\end_layout
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\begin_layout Standard
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\begin_inset ERT
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status open
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