Publish/Subscribe Network Designs for Multiplayer Games

被引:16
作者
Canas, Cesar [1 ]
Zhang, Kaiwen [2 ]
Kemme, Bettina [1 ]
Kienzle, Jorg [1 ]
Jacobsen, Hans-Arno [2 ]
机构
[1] McGill Univ, Montreal, PQ H3A 2T5, Canada
[2] Univ Toronto, Toronto, ON M5S 1A1, Canada
来源
ACM/IFIP/USENIX MIDDLEWARE 2014 | 2014年
关键词
Publish/Subscribe; Multiplayer Games; Interest Management;
D O I
10.1145/2663165.2663337
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Massively multiplayer online games (MMOGs), which are typically supported by large distributed systems, require a scalable, low latency messaging middleware that supports the location-based semantics and the loosely coupled interaction of multiplayer games components. In this paper, we present three different pub/sub-driven designs for a MMOG networking engine that account for the highly interactive and massive nature of these games. Each design uses not only different pub/sub approaches (from topic-based to content-based) but also serves varying degrees of responsibilities. In particular, some of them integrate game functionality, such as interest management, into the network engine. We implement, evaluate, and compare our proposed designs in the MMOG prototype Mammoth. Our real-world results show the viability of pub/sub while at the same time highlighting clear trade-offs between the different designs used, especially in the number and frequency of the various message types, such as subscriptions.
引用
收藏
页码:241 / 252
页数:12
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