摘要
大型网络游戏作为一种分布式系统在高峰时要承载巨量用户在线负荷,这就对大型网络游戏通信系统的设计提出了非常高的要求。如何提高系统玩家承载量,使系统具有良好的伸缩性,以及如何利用有限的带宽为玩家带来一致而平滑的游戏已成为人们关注的焦点。通过对当前游戏开发技术的考察发现:在传统的网络游戏开发过程中,多是基于C/S模型,服务器在多人在线的情况下承受着巨大的压力。虽然也有基于P2P的网络游戏,但是对多个玩家同时在线支持不够。针对上述问题,文章提出将IOCP的模型应用在对等网络(P2P)模型的客户端中,以增强对等网中每个节点计算机的承载能力,从而降低主服务器的负载量。
As a distributed system,a large scale network game must bear the numbers of players connected at the same time.It needs a high level design in communication system.How to increase the carrying capacity of the system,is the key technology of system design.By researching in game technology,it is found that most of network games are made up under C/S model.And the P2P network game is not enough in supporting multi-players.For solving this problem,this paper suggests that using the IOCP model in each peer of P2P network,increases the carrying capacity of each peer to reduce the load of the main server.
出处
《计算机工程与应用》
CSCD
北大核心
2006年第7期205-207,共3页
Computer Engineering and Applications
基金
重庆市自然科学基金资助项目(编号:CSTC
2004BB2182)