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分布式MMORPG服务器场景构件环境应用研究.doc

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    • .摘要随着MMORPG〔大型多人角色扮演游戏〕玩家人数的剧增,MMORPG的效劳端负载问题已经成为制约MMORPG开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效劳器;二、把MMORPG中较为独立的功能模块别离出来,放在独立的效劳器上运行,以此减轻主逻辑效劳器的负担但是第一种方法使得在不同地区的效劳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的效劳器负载问题当前对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,然后部署在不同的效劳器上运行但是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效劳器并启动负载转移计算,驱使超负载的效劳器上的场景构件进展迁移,从而带动场景中的玩家角色迁移,减轻超负载效劳器的玩家人数。

      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效劳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的体系构造,设计了分布式MMORPG效劳器场景构件环境的体系构造,该体系构造使客户端场景构件和效劳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那么,通过迁出效劳器和迁入效劳器上的同一场景构件的状态转换来到达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效劳器上,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效劳器转输到另一台效劳器上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效劳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,对原型进展部署和运行, 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 become 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 burden 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 research 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 algorithm 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 components 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 world 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 architecture, 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. 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 running 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 involved 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 prototype 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 IAbstract III第一章 绪论1.1 MMORPG的开展历史和国内MMORPG的开展现状 11.2 当前的MMORPG的效劳端负载问题的解决方案和研究现状 41.3 论文构造 7第二章 总体设计2.1 基于场景构件的MMORPG体系构造 92.1.1 MMORPG中的场景构件 92.1.2 基于场景构件的MMORPG体系构造 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 场景构件效劳端环境设计3.1 场景构件效劳器环境设计 173.1.1 场景构件效劳器环境内部体系构造 183.1.2 内部各个构件的接口 203.2 控制器设计 223.2.1 控制器内部体系构造 233.2.2 控制器内部各构件的接口 253.3 消息。

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