Fixed some grammar / spelling
This commit is contained in:
parent
a399974e75
commit
92618b0cbd
1 changed files with 8 additions and 131 deletions
139
report.lyx
139
report.lyx
|
@ -1353,7 +1353,7 @@ The communication with the gaming clients has to take place with help a
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
A great deal of work is devoted to make the GGS
|
Work has been devoted to make the GGS
|
||||||
\emph on
|
\emph on
|
||||||
reliable
|
reliable
|
||||||
\emph default
|
\emph default
|
||||||
|
@ -1420,7 +1420,7 @@ reference "sec:Choice-of-network"
|
||||||
In short, the decision of using TCP means that games that require a high
|
In short, the decision of using TCP means that games that require a high
|
||||||
speed protocol will not be supported by the GGS prototype.
|
speed protocol will not be supported by the GGS prototype.
|
||||||
Another limitation necessary to set on the system is the possibility to
|
Another limitation necessary to set on the system is the possibility to
|
||||||
have huge game worlds due to the implementation of the scaling mechanism
|
have large game worlds due to the implementation of the scaling mechanism
|
||||||
in the prototype.
|
in the prototype.
|
||||||
\begin_inset ERT
|
\begin_inset ERT
|
||||||
status open
|
status open
|
||||||
|
@ -1736,30 +1736,8 @@ reference "fig:theory-layout"
|
||||||
Several buildings linked together would represent a cluster of GGS instances.
|
Several buildings linked together would represent a cluster of GGS instances.
|
||||||
In order for a player (the P symbol in the graphic) to enter the theoretical
|
In order for a player (the P symbol in the graphic) to enter the theoretical
|
||||||
chess club, the player must pass by the entrance.
|
chess club, the player must pass by the entrance.
|
||||||
By having each player pass by the entrance, a tally
|
By having each player pass by the entrance, a tally can be kept, ensuring
|
||||||
\begin_inset Note Note
|
that there are not too many players within the building.
|
||||||
status open
|
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
Does this mean what I think it does?
|
|
||||||
\begin_inset Quotes eld
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
Räkning
|
|
||||||
\begin_inset Quotes erd
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
?
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
Richard: it means a list where you count how many people entered or left
|
|
||||||
for example
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
can be kept, ensuring that there are not too many players within the building.
|
|
||||||
In the GGS setting, too many players entering would mean too many connections
|
In the GGS setting, too many players entering would mean too many connections
|
||||||
have been accepted by the GGS system, and that the structure of the system
|
have been accepted by the GGS system, and that the structure of the system
|
||||||
thus must be modified, adding additional servers.
|
thus must be modified, adding additional servers.
|
||||||
|
@ -2285,107 +2263,6 @@ reference "chap:Results-and-discussion"
|
||||||
GGS prototype.
|
GGS prototype.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
|
||||||
\begin_inset Note Note
|
|
||||||
status open
|
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
Performance measurements
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
Tue apr 26, 9:15.
|
|
||||||
Continue from here on.
|
|
||||||
Discuss which results we may expect in a fully fledged GGS system.
|
|
||||||
What impedes the speeds, what raises the CPU load (and therefore the temperatur
|
|
||||||
es & power consumption).
|
|
||||||
What factors are there in the network saturation problem?
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
Which games are affected by what, and what does this mean for the number
|
|
||||||
of players a GGS can handle?
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
|
|
||||||
\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
|
|
||||||
|
|
||||||
\begin_layout Itemize
|
|
||||||
See how the server scales
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_deeper
|
|
||||||
\begin_layout Itemize
|
|
||||||
When adding many clients
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_deeper
|
|
||||||
\begin_layout Itemize
|
|
||||||
Measure in
|
|
||||||
\begin_inset Formula $ms$
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
(ping to clients)
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_layout Itemize
|
|
||||||
measure in system load
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_layout Itemize
|
|
||||||
Measure in loss of messages
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_layout Itemize
|
|
||||||
Measure in # of timeouts? (if any??)
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_layout Itemize
|
|
||||||
Measure in time-to-crash
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\end_deeper
|
|
||||||
\begin_layout Itemize
|
|
||||||
When adding new machines to the pool
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_deeper
|
|
||||||
\begin_layout Itemize
|
|
||||||
% increase of performance per machine
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\end_deeper
|
|
||||||
\begin_layout Itemize
|
|
||||||
Single-core CPU vs multi-core CPU
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_deeper
|
|
||||||
\begin_layout Itemize
|
|
||||||
It's very important to scale well on multi-core systems, since this is where
|
|
||||||
the industry is going.
|
|
||||||
Multicore is the future.
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\end_deeper
|
|
||||||
\end_deeper
|
|
||||||
\begin_layout Plain Layout
|
|
||||||
Find reference on how to benchmark distributed, multiprocess systems
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\end_inset
|
|
||||||
|
|
||||||
|
|
||||||
\end_layout
|
|
||||||
|
|
||||||
\begin_layout Section
|
\begin_layout Section
|
||||||
Choosing a network protocol
|
Choosing a network protocol
|
||||||
\begin_inset CommandInset label
|
\begin_inset CommandInset label
|
||||||
|
@ -2562,10 +2439,10 @@ The GGS is a game server.
|
||||||
g languages.
|
g languages.
|
||||||
The GGS should be OS independent and run on Windows, OS X and Linux.
|
The GGS should be OS independent and run on Windows, OS X and Linux.
|
||||||
The GGS can be run as a listen server on the computers of the players and
|
The GGS can be run as a listen server on the computers of the players and
|
||||||
host games locally.
|
host games locally, it could also be a dedicated server running on dedicated
|
||||||
It could also be a dedicated server running on dedicated independent hardware.
|
independent hardware.
|
||||||
It is meant to run any game in any environment in any way desired, therefore
|
The GGS is meant to run any game in any environment in any way desired,
|
||||||
being as generic as possible.
|
therefore being as generic as possible.
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Standard
|
\begin_layout Standard
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue