Enabling网页计数器
网页计数器 时间:2021-04-12 阅读:(
)
NetworkGameResearch–IntroductionandCounter-strikeAnalysisMarkClaypoolOutlineOverviewofNetworkGamesNetGamesConferenceResearchIssuesAnalysisCounter-strikeOurResultsWhyStudyGamesRapidlyincreasinginpopularityForresterResearch:18millionon-linein2001Consoleson-linePlaystation2on-line(9/2002)XboxLive(12/2002)CellphonesDoomport(Nokia)DesignnetworkstobetteraccommodatetrafficGameTypesFirstPersonShootersDoom,Quake,Counter-strike,…MassiveMulti-PlayerOnlineRolePlayingEverquest,EarthandBeyond,…Real-TimeStrategyWarcraft,Starcraft…OtherMisc–notanygenreaboveExample:Diablo2,Racing,…Non-networkedExample:ThiefMultiplayer,butrelaxedrealtimeExample:Chess,BridgeNet-Games-WorkshoponNetworkandSystemSupportforGamesFirstwas2002inBraunschweig,Germanyhttp://wwwmc.
tm.
uni-karlsruhe.
de/netgames2002/SecondisinRedwoodCity,Californiahttp://confman.
eecs.
umich.
edu/netgames2003/Sponsoredby:ACMElectronicArtsMicrosoftNet-GamesProgramCommitteeSugihJamin,UniversityofMichigan(Chair)MostafaAmmar,GeorgiaInstituteofTechnologyGrenvilleArmitage,SwinburneUniversityofTechnologyJohnBuchanan,ElectronicArtsJonCrowcroft,UniversityofCambridgeChristopheDiot,SprintlabsWu-changFeng,OregonHealthandScienceUniversityCarstenGriwodz,UniversityofOsloJimKurose,UMassatAmherstJohnLaird,UniversityofMichiganBrianNeilLevine,UMassatAmherstMartinMauve,UniversityofMannheimHiroyukiMorikawa,UniversityofTokyoDanRubenstein,ColumbiaUniversitySrinivasanSeshan,CarnegieMellonUniversityWilsonYuen,CityUniversityofHongKongLarsWolf,TUBraunschweigNet-GamesTopicsMulti-playergamearchitecturesandplatformsPreventionanddetectionofcheatingGamesonmobileandresource-scarcedevicesAIandtechniquesforlatencyhidingModeling,usagestudies,andcharacterizationEnablingprotocolsfornetworkedgamesSystemssupportforauthenticationandaccountingPutresearchissueshereProvisioningOn-lineGames:ATrafficAnalysisofaBusyCounter-StrikeServerWu-changFeng,FrancisChang,Wu-chiFeng,JonathanWalpoleGoalUnderstandtheresourcerequirementsofapopularon-lineFPS(first-personshooter)gameWhyFPSWhilethereareothergametypes…Gamingtrafficdominatedbyfirst-personshootergenre(FPS)[McCreary00]NetworkedFPSlineageDoomDoomIIQuake+QuakeWorldvariants+TeamFortress+CapturetheFlagQuakeII+SoldierofFortune+HereticIIQuakeIIIArena+MedalofHonorAlliedAssault+ReturntoCastleWolfenstein+SoldierofFortune2+JediKnightIIDoomIIIHalf-Life+Counter-Strike+DayofDefeat+UrbanTerror+TeamFortressClassic+TeamFortress2UnrealUnrealTournamentUnrealTournament2003+America'sArmy:Operations8oftop10gamesderivedfromoneoftwolineagesAboutthegame.
.
.
Half-LifemodificationTwosquadsofplayerscompetinginroundslastingseveralminutesRoundsplayedonmapsthatarerotatedovertimeEachserversupportsupto32playersWhatisCounter-strike(CS)WhatisCounter-strike(CS)WhatisCounter-strike(CS)Aboutthegame.
.
.
CentralizedserverimplementationClientsupdateserverwithactionsfromplayersServermaintainsglobalinformationanddeterminesgamestateServerbroadcastsresultstoeachclientSourcesofnetworktrafficReal-timeactionandcoordinateinformationBroadcastin-gametextmessagingBroadcastin-gamevoicemessagingCustomizedsprayimagesfromplayersCustomizedsoundsandentiremapsfromserverWhyCSWhyCSTheTracecs.
mshmro.
com(129.
95.
50.
147)Dedicated1.
8GHzPentium4LinuxserverOC-370,000+uniqueplayers(WonIDs)overlast4monthsOneweekinduration4/11–4/18500millionpackets16,000+sessionsfrom5800+differentplayersAweekinthelife.
.
.
Variancetimeplot(Normalizedtobaseintervalof10ms)Lessvariance<50msRemainsto30minDecreasesabove30minDiggingdeeperIntervalsize=10msIntervalsize=50msPeriodicserverburstsevery50msGamemustsupporthighinteractivityGamelogicrequirespredictableupdatestoperformlagcompensationDiggingdeeperLowutilizationevery30minutesServerconfiguredtochangemapsevery30minutesTrafficevenlypeggedotherwise.
.
.
.
Intervalsize=1secIntervalsize=30minFindingthesourceofpredictabilityGamesmustbefairacrossallmediums(i.
e.
56kers)Aggregatepredictabilitydueto"saturationofthenarrowestlast-milelink"PacketsizesSupportingnarrowlast-milelinkswithahighdegreeofinteractivityrequiressmallpacketsClientssendsmallsingleupdatesServersaggregateandbroadcastlargerglobalupdatesImplicationsRouters,firewalls,etc.
mustbedesignedtohandlelargeburstsatmillisecondlevelsGamerequirementsdonotallowforlossordelay(lag)Shouldnotbeprovisionedassumingalargeaveragepacketsize[Partridge98]Iftherearebuffersanywhere,theymust.
.
.
UseECN(no,doesn'tuseTCP)Beshort(i.
e.
nothaveabandwidth-delayproductofbuffering)EmployanAQMthatworkswithshortqueuesRate-basednotQueue-basedImplicationsISPs,gameservicesMustexamine"lookup"utilizationinadditiontolinkutilizationConcentrateddeploymentsofgameserversmaybeproblematicLargeserverfarmsinasingleco-loAmerica'sArmy,UT2K3,XboxOn-goingworkOtherpiecesintheprovisioningpuzzleAggregateplayerpopulationsGeographicdistributionsofplayersovertime(IP2Geo)ImpactonrouteandpacketclassificationcachingOtherFPSgamesHL-based:DayofDefeatUT-based:UnrealTournament2003,America'sArmyQuake-based:MedalofHonor:AlliedAssaultResultsapplyacrossotherFPSgamesandcorroboratedbyotherstudiesFutureworkGamesaspassivemeasurementinfrastructureOnlywidespreadapplicationwithcontinuousin-bandpinginformationbeingdelivered(measurementforfree)"Pingtimes"ofallclientsbroadcasttoallotherclientsevery2-3seconds20,000+servers,millionsofclientsGamesasactivemeasurementinfrastructureThrivingFPSmodcommunityandtoolsServermodifications[Armitage01]OthergametypesSomeNet-GamesResearchatWPIMarkClaypool,DavidLaPoint,andJoshWinslow.
"NetworkAnalysisofCounter-strikeandStarcraft",InProceedingsofthe22ndIEEEInternationalPerformance,Computing,andCommunicationsConference(IPCCC),Phoenix,Arizona,USA,April2003.
Onlineat:http://www.
cs.
wpi.
edu/~claypool/papers/net-game/ComparedFPS(Counter-strike)withRTS(Starcraft)SmallernumberoftracesControlledsetofusersOurResultsConfirmspacketsizesforCounter-strikeStarcraftresults:PacketssmallerLinearincreasewithnumberofplayersStarcrafttrafficmuchsmoother(bandwidthusage)thanCounter-strikeCounter-strikeburstyduring'fire-fights'(PEDStalklater)NetworkGameResearch–IntroductionandCounter-strikeAnalaysisMarkClaypool
puaex怎么样?puaex是一家去年成立的国人商家,本站也分享过几次,他家主要销售香港商宽的套餐,给的全部为G口带宽,而且是不限流量的,目前有WTT和HKBN两种线路的方面,虽然商家的价格比较贵,但是每次补一些货,就会被抢空,之前一直都是断货的状态,目前商家进行了补货,有需要这种类型机器的朋友可以入手。点击进入:puaex商家官方网站Puaex香港vds套餐:全部为KVM虚拟架构,G口的带宽,可...
HostKvm又上新了,这次上架了2个线路产品:俄罗斯和香港高防VPS,其中俄罗斯经测试电信CN2线路,而香港高防VPS提供30Gbps攻击防御。HostKvm是一家成立于2013年的国外主机服务商,主要提供基于KVM架构的VPS主机,可选数据中心包括日本、新加坡、韩国、美国、中国香港等多个地区机房,均为国内直连或优化线路,延迟较低,适合建站或者远程办公等。俄罗斯VPSCPU:1core内存:2G...
触摸云触摸云(cmzi.com),国人商家,有IDC/ISP正规资质,主营香港线路VPS、物理机等产品。本次为大家带上的是美国高防2区的套餐。去程普通线路,回程cn2 gia,均衡防御速度与防御,防御值为200G,无视UDP攻击,可选择性是否开启CC防御策略,超过峰值黑洞1-2小时。最低套餐20M起,多数套餐为50M,适合有防御型建站需求使用。美国高防2区 弹性云[大宽带]· 配置:1-16核· ...
网页计数器为你推荐
企业推广如何推广自己公司的产品。conn.aspconn.asp 在哪打开?应该怎样打开?波音737起飞爆胎飞机会爆胎?补贴esetX1080012高等数学Ⅱ课程教学大纲文档下载怎么下载百度文档文档下载怎样在手机上建立word的文档? 需要下载什么软件?加多宝和王老吉王老吉和加多宝谁好喝点?加多宝和王老吉王老吉和加多宝是什么关系加多宝和王老吉王老吉和加多宝的区别
apache虚拟主机 免费com域名申请 免费动态域名解析 winscp 踢楼 awardspace kddi 国外私服 Hello图床 网站保姆 中国特价网 宁波服务器 ntfs格式分区 adroit 流量计费 外贸空间 shuang12 web应用服务器 镇江高防 windowsserver2008r2 更多