网络游戏服务器算法及架构设计
发布时间:2018-04-04 03:04
本文选题:网络游戏服务器 切入点:兴趣区域(Area 出处:《重庆交通大学》2014年硕士论文
【摘要】:近年来,伴随着科技的迅猛发展和计算机网络的日益普及,游戏产业得到了高速发展的机会。游戏产业从早期的单人非联网模式逐步发展成为大型多玩家在线游戏(MMOG, Massive Multiplayer Online Games)。特别是近10年,随着网络带宽的增加,愈来愈多的人选择网络游戏来作为一种新型娱乐方式。因此,提供良好的服务性能,保证网络游戏的实时性、顺畅性成为网络游戏的关键环节。而游戏服务器作为整个游戏的中心,负责整个游戏的运行,因此网络游戏服务器对于一款游戏而言起着重要作用。 本文从AOI(Area Of Interest,兴趣区域)场景算法、负载均衡算法、分层设计等三个方面进行了分析和设计,并针对现有网络游戏服务器在以上三个方面存在的不足提出了新的算法和思路。主要研究内容和工作成果如下: 1.针对传统的AOI场景算法存在计算量和同步数据量过大的问题,提出了一种改进型格子AOI算法。引入定时器机制,将进入AOI区域和离开AOI区域的对象分别放入不同的优先级队列中,利用定时器调度该优先级队列,并调用计算对象与对象之间距离的函数,从而减少AOI事件的计算。 2.针对负载均衡中的一致性哈希算法的不足,提出了基于权重的一致性哈希算法。权重的引入使得一致性哈希算法可以考虑各个结点之间差异性,通过为实际结点分配不同数量的虚拟结点的方式来进行权重分配。本文还提出了一种运行过程中集群负载均衡转移算法,大大的增加了传统一致性哈希算法的实用性。 3.针对网络游戏服务器架构实时性要求较高的特点,提出MCC(Model-Controller-Communication,模型—控制—通讯)分层模型。MCC分层模型的提出使得该架构具有高内聚低耦合的特点。层次更为清晰,,同时也符合现代软件开发的标准。 4.构建了一个分布式的网络游戏服务器架构,并对该架构中的各个服务器的工作流程和作用做出了说明。本文提出的架构是一种通用的游戏服务器架构,对于游戏服务器架构设计具有普遍意义。
[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.
【学位授予单位】:重庆交通大学
【学位级别】:硕士
【学位授予年份】:2014
【分类号】:TP317;TP393.05
【参考文献】
相关博士学位论文 前1条
1 苏亮;数据流分析关键技术研究[D];国防科学技术大学;2008年
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