分布式MMORPG服务器场景构件环境与研究

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1、-摘要随着MMORPG(大型多人在线角色扮演游戏)在线玩家人数的剧增,MMORPG的服务端负载问题已经成为制约MMORPG发展的重要因素之一。目前的解决方法有两种:一、在不同的地区设立互相独立的游戏服务器;二、把MMORPG中较为独立的功能模块分离出来,放在独立的服务器上运行,以此减轻主逻辑服务器的负担。但是第一种方法使得在不同地区的服务器上注册的玩家之间不能互相交互,大大降低了游戏的趣味性;第二种方法只能是杯水车薪,无法真正解决MMORPG的服务器负载问题。当前对MMORPG负载问题解决方法的研究主要是根据游戏世界地图中玩家的密度,按地图动态地分割游戏世界,然后部署在不同的服务器上运行。但是

2、这种方法大大地加大了MMORPG开发的复杂度,动态分割算法相当复杂,当前并没有较好的动态分割算法。基于上述,本文研究了以场景为单元划分游戏世界,抽象出场景构件,提供场景构件的运行环境,该环境能自觉监测超负载的场景构件服务器并启动负载转移计算,驱使超负载的服务器上的场景构件进行迁移,从而带动场景中的玩家角色迁移,减轻超负载服务器的在线玩家人数。这与以地图划分游戏世界不同,它能在更小的粒度上划分游戏世界,并且可以避开动态划分游戏世界而带来的一系列复杂性。所以本文的研究能从另一个角度为解决MMORPG服务端负载问题提供了重要的参考意义。本文主要完成了以下几项工作: 1 分析MMORPG的体系结构,设

3、计了分布式MMORPG服务器场景构件环境的体系结构,该体系结构使客户端场景构件和服务端场构件的连接保持透明,能保证场景构件的迁移不影响客户端消息的正确送达。2 为场景构件定义四种状态,并规定状态的转换规则,通过迁出服务器和迁入服务器上的同一场景构件的状态转换来达到场景构件迁移的目的。3 设计负载转移计算算法,该算法在迁移场景构件的同时能保证尽量让具有相连关系的处于运行状态的场景构件部署在同一台服务器上,这样能减少因玩家作跨场景移动而必须将玩家数据从一台服务器转输到另一台服务器上。4 运用构件动态配置的系统一致性理论体系来分析场景构件动态迁移时所涉及的系统一致性,并针对这些一致性给出场景构件动态

4、迁移的系统一致性保证方法,并给出场景构件动态迁移的算法步骤。5 最后,基于开源游戏引擎CS的插件体系,实现了分布式MMORPG服务器场景构件环境的一个原型,利用六个进程来模拟网络环境,对原型进行部署和运行, 验证了本课题的可行性。关键字: MMORPG, 场景构件, 负载转移, 构件动态迁移AbstractWith the rapid increase in the number of MMORPG(massively multiplayer online role-playing games) online gamers, MMORPG server load problem has bec

5、ome one of the important factors in constraining MMORPG development.At present, there are two solutions: First, establish independent game server in different areas; Second , separate independent functional modules in MMORPG from another, put it on a separate server running, thus alleviating the bur

6、den on the main logic server. But the first method makes the players registered in servers of different area can not interact with each other, greatly reduces the fun of the game; The second method can only be a drop in the bucket and can not really solve MMORPG server load problem. Currently, the r

7、esearch on resolving MMORPG load problem are mainly based on the players Games density in the world map, according to map dynamically partition the game world, and then deployed in different servers. However, this method greatly increased the complexity of MMORPG development, dynamic segmentation al

8、gorithm is complex, at present there is no better dynamic segmentation algorithm.Based on the foregoing, this paper useing scene as a unit to divide game world, abstracting scene components, providing runtime environment of scenes components, the environment can monitor the super-load scene componen

9、ts server and start the load transfer computing, drive the Scene component in super-load server to transfer, thereby stimulate players role in scenes to transfer, reduce the number of online gamers in the super-load server. It is different from using map to divide game world ,it can divide game worl

10、d in a smaller size ,and can avoid a series of complexity brought by dynamically divide game world. Therefore, this study provides an important reference value from a different perspective in solving the MMORPG server load problem.In this paper, complete the following tasks:1. analyze MMORPG archite

11、cture, design the architecture of distributed MMORPG server scenes component environment, it can maintain the connection between the client-side scene components and server- side components transparency, ensure the transfer of scene components does not affect the correct served of client message.2.

12、Define four states for scene components , and provide transformation rules, through the same scene components state transition in moving out server and move into servers to achieve the purpose of the scenes component transfer.3. Design load transfer calculation algorithm, it can ensure the related r

13、unning scene component deployed in the same server while transferring scene components ,it will reduce transferring players data from one server to another server because players make cross-scenes move.4.use components dynamic configuration system consistency theory to analyze system consistency inv

14、olved in scene component dynamic transfer, and accord these consistency give system consistency approach in scene component dynamic relocation, and give the algorithm steps of scene components dynamic relocation.5. Finally, based on the open source game engine CS plug-ins system, implement a prototy

15、pe of distributed MMORPG server scene component environment ,use six process to simulate network environment, deploy and run the prototype , verify the feasibility of the topic.Key Words: MMORPG, Scene Component, Load Transfer, Component Dynemic Transfer目录摘要IAbstractIII第一章 绪论1.1MMORPG的发展历史和国内MMORPG的

16、发展现状11.2当前的MMORPG的服务端负载问题的解决方案和研究现状41.3 论文结构7第二章 总体设计2.1 基于场景构件的MMORPG体系结构92.1.1 MMORPG中的场景构件92.1.2 基于场景构件的MMORPG体系结构102.2 场景构件的状态132.2.1 场景构件状态的定义132.2.2 场景构件状态的转换152.3 小结16第三章 场景构件服务端环境设计3.1 场景构件服务器环境设计173.1.1 场景构件服务器环境内部体系结构183.1.2 内部各个构件的接口203.2 控制器设计223.2.1 控制器内部体系结构233.2.2 控制器内部各构件的接口253.3 消息网关设计273.3.1 消息网关内部体系结构273.3.2 消息网关网络通信构件的接口29

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