李秀惠臺灣大學:資訊工程學研究所孫錦驊Sun, Chin-HuaChin-HuaSun2007-11-262018-07-052007-11-262018-07-052006http://ntur.lib.ntu.edu.tw//handle/246246/53859點對點網路允許每一台電腦直接連結到其他電腦做溝通。現在最常見的應用是檔案分享。不過,分散式運算才是點對點網路的主要功能。 網路遊戲是現在最流行的趨勢,而目前市面上看得到的多人角色扮演遊戲(MMORPG, Massive Multi-user Online Role Playing Game) 都是採用傳統的主從式架構。這樣的架構有下列幾個壞處:伺服器的建置成本高;伺服器一旦出問題就會導致整個遊戲無法進行;提供遊戲的廠商需提供數個伺服器以容納更多的使用者。但是,連接到不同伺服器的玩家其實並不在相同的環境中。 本論文是針對MMORPG,提出一個點對點的架構,並且加入動態狀態資訊分配 (DSID, Dynamic Status Information Distribution) 來解決上述主從式架構下所產生的問題,以期能做出一個建置成本低並且富有彈性的遊戲架構,同時也允許所有的使用者都能夠在同樣的一個環境中進行互動。The peer-to-peer network allows each computer to connect to other computers directly. Its most popular application today is file sharing, but distributed computing is the main function of peer-to-peer network. The trend of games is online games. Most MMORPGs (Massive Multi-user Online Role Playing Games) we can see today are based on client-server architecture. This causes some disadvantages as follows: the server is very expensive and the failure of the server fails the whole game. Besides, the vendor of a game need to provide several servers to allow more players playing at the same time, but players connect to different servers are in the different virtual environments. This thesis provides a peer-to-peer architecture with dynamic status information distribution (DSID) mechanism for MMORPG to address the issues occurred in the client-server architecture. We hope to construct a low-cost and flexible architecture that allows all players to interact to each other in the same virtual environment.摘要 I Abstract II Chapter 1 Introduction 1 1.1 Motivation 1 1.2 Objectives 2 1.3 Thesis Organization 3 Chapter 2 Background 4 2.1 Peer-to-peer Architecture 4 2.1.1 Structured vs. Unstructured 6 2.1.2 Topologies of Peer-to-peer Architecture 7 2.1.3 JXTA Project 8 2.2 Multiplayer Online Games 9 2.2.1 Massive Multiplayer Online Role Playing Games 10 2.2.2 MMORPG Based on Peer-to-peer Architecture 10 2.2.3 Zone Model and Zoned Federation Model 11 Chapter 3 System Architecture 14 3.1 Related Work 14 3.1.1 Hybrid Peer-to-peer Solution 14 3.1.2 Load-balancing Tree 16 3.2 Our System Architecture 18 3.2.1 Overview 18 3.2.2 Event Delivery Mechanism 19 3.2.3 Interactions between Subservers 21 3.2.4 Dynamic Load-balancing Mechanism 23 Chapter 4 Evaluation 32 4.1 Experiment settings and assumptions 32 4.2 Evaluation results 34 4.2.1 Connections established 34 4.2.2 Computation overhead 35 4.2.3 Bandwidth requirement 36 4.2.4 Response delay 37 Chapter 5 Conclusions and Future Work 39 5.1 Conclusions 39 5.2 Future work 40 References 42 Appendix System Implementation 452097204 bytesapplication/pdfen-US多人互動環境點對點網路負載平衡networked virtual environmentpeer-to-peerload-balancing點對點網路的多人虛擬世界負載平衡機制Load-balancing for Peer-to-peer Networked Virtual Environmentthesishttp://ntur.lib.ntu.edu.tw/bitstream/246246/53859/1/ntu-95-R92922126-1.pdf