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網(wǎng)絡(luò)游戲服務(wù)器算法及架構(gòu)設(shè)計

發(fā)布時間:2018-04-04 03:04

  本文選題:網(wǎng)絡(luò)游戲服務(wù)器 切入點:興趣區(qū)域(Area 出處:《重慶交通大學(xué)》2014年碩士論文


【摘要】:近年來,伴隨著科技的迅猛發(fā)展和計算機(jī)網(wǎng)絡(luò)的日益普及,游戲產(chǎn)業(yè)得到了高速發(fā)展的機(jī)會。游戲產(chǎn)業(yè)從早期的單人非聯(lián)網(wǎng)模式逐步發(fā)展成為大型多玩家在線游戲(MMOG, Massive Multiplayer Online Games)。特別是近10年,隨著網(wǎng)絡(luò)帶寬的增加,愈來愈多的人選擇網(wǎng)絡(luò)游戲來作為一種新型娛樂方式。因此,提供良好的服務(wù)性能,保證網(wǎng)絡(luò)游戲的實時性、順暢性成為網(wǎng)絡(luò)游戲的關(guān)鍵環(huán)節(jié)。而游戲服務(wù)器作為整個游戲的中心,負(fù)責(zé)整個游戲的運(yùn)行,因此網(wǎng)絡(luò)游戲服務(wù)器對于一款游戲而言起著重要作用。 本文從AOI(Area Of Interest,興趣區(qū)域)場景算法、負(fù)載均衡算法、分層設(shè)計等三個方面進(jìn)行了分析和設(shè)計,并針對現(xiàn)有網(wǎng)絡(luò)游戲服務(wù)器在以上三個方面存在的不足提出了新的算法和思路。主要研究內(nèi)容和工作成果如下: 1.針對傳統(tǒng)的AOI場景算法存在計算量和同步數(shù)據(jù)量過大的問題,提出了一種改進(jìn)型格子AOI算法。引入定時器機(jī)制,將進(jìn)入AOI區(qū)域和離開AOI區(qū)域的對象分別放入不同的優(yōu)先級隊列中,利用定時器調(diào)度該優(yōu)先級隊列,并調(diào)用計算對象與對象之間距離的函數(shù),從而減少AOI事件的計算。 2.針對負(fù)載均衡中的一致性哈希算法的不足,提出了基于權(quán)重的一致性哈希算法。權(quán)重的引入使得一致性哈希算法可以考慮各個結(jié)點之間差異性,通過為實際結(jié)點分配不同數(shù)量的虛擬結(jié)點的方式來進(jìn)行權(quán)重分配。本文還提出了一種運(yùn)行過程中集群負(fù)載均衡轉(zhuǎn)移算法,大大的增加了傳統(tǒng)一致性哈希算法的實用性。 3.針對網(wǎng)絡(luò)游戲服務(wù)器架構(gòu)實時性要求較高的特點,提出MCC(Model-Controller-Communication,模型—控制—通訊)分層模型。MCC分層模型的提出使得該架構(gòu)具有高內(nèi)聚低耦合的特點。層次更為清晰,,同時也符合現(xiàn)代軟件開發(fā)的標(biāo)準(zhǔn)。 4.構(gòu)建了一個分布式的網(wǎng)絡(luò)游戲服務(wù)器架構(gòu),并對該架構(gòu)中的各個服務(wù)器的工作流程和作用做出了說明。本文提出的架構(gòu)是一種通用的游戲服務(wù)器架構(gòu),對于游戲服務(wù)器架構(gòu)設(shè)計具有普遍意義。
[Abstract]:In recent years, with the rapid development of science and technology and the increasing popularity of computer networks, the game industry has been a rapid development opportunity.The game industry has evolved from the early single-player non-networking model to a large multi-player online game called MMOG, Massive Multiplayer Online games.Especially in the past 10 years, with the increase of network bandwidth, more and more people choose online games as a new type of entertainment.Therefore, providing good service performance, ensuring the real-time and smooth of online games become the key link of online games.As the center of the whole game, the game server is responsible for the operation of the whole game, so the online game server plays an important role in a game.This paper analyzes and designs AOI(Area of Interest-scene algorithm, load balancing algorithm and hierarchical design, and puts forward a new algorithm and train of thought in view of the shortcomings of the existing online game server in the above three aspects.The main contents of the study and the results of its work are as follows:1.An improved lattice AOI algorithm is proposed to solve the problem of large amount of computation and synchronous data in the traditional AOI scene algorithm.By introducing the timer mechanism, the objects entering the AOI region and leaving the AOI region are put into different priority queues, the priority queue is scheduled by the timer, and the function calculating the distance between the object and the object is called.This reduces the calculation of AOI events.2.Aiming at the deficiency of consistency hashing algorithm in load balancing, a weighted consistent hash algorithm is proposed.With the introduction of weight, the consistency hash algorithm can consider the differences between different nodes, and allocate the weights by assigning different numbers of virtual nodes to the actual nodes.This paper also proposes a cluster load balancing and transferring algorithm, which greatly increases the practicability of the traditional consistent hash algorithm.3.Aiming at the high real-time requirement of the network game server architecture, this paper presents a hierarchical model of MCCN Model-Controller-Communication.MCC layered model makes the architecture have the characteristics of high cohesion and low coupling.The hierarchy is clearer and conforms to the standards of modern software development.4.A distributed network game server architecture is constructed, and the workflow and function of each server in the architecture are explained.The architecture proposed in this paper is a universal game server architecture, which is of universal significance to the design of game server architecture.
【學(xué)位授予單位】:重慶交通大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2014
【分類號】:TP317;TP393.05

【參考文獻(xiàn)】

相關(guān)博士學(xué)位論文 前1條

1 蘇亮;數(shù)據(jù)流分析關(guān)鍵技術(shù)研究[D];國防科學(xué)技術(shù)大學(xué);2008年



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