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计算机工程 ›› 2008, Vol. 34 ›› Issue (22): 138-139. doi: 10.3969/j.issn.1000-3428.2008.22.047

• 网络与通信 • 上一篇    下一篇

适用于P2P大型多人在线游戏的包聚合机制

石祥滨,娄佩丽,杜 玲,毕 静,夏秀峰   

  1. (沈阳航空工业学院计算机学院,沈阳 110136)
  • 收稿日期:1900-01-01 修回日期:1900-01-01 出版日期:2008-11-20 发布日期:2008-11-20

Packet Aggregation Mechanism for P2P Massively Multiplayer Online Game

SHI Xiang-bin, LOU Pei-li, DU Ling, BI Jing, XIA Xiu-feng   

  1. (Dept. of Computer, Shenyang Institute of Aeronautical Engineering, Shenyang 110136)
  • Received:1900-01-01 Revised:1900-01-01 Online:2008-11-20 Published:2008-11-20

摘要: 提出一种适合于P2P大型多人在线游戏的包聚合机制。该机制基于游戏交互阈值和聚合阈值对游戏包进行聚合,减少数据包的发送次数,降低由数据包头部引起的开销,同时使用平均聚合度和平均聚合延迟对该机制进行评估。实验结果表明,该机制能够节省带宽,满足游戏对实时性的要求。

关键词: 大型多人在线游戏, 包聚合, 游戏交互阈值

Abstract: A packet aggregation mechanism for P2P Massively Multiplay Online Game(MMOG) is proposed, which aggregates game packets into a single packet based on game interactivity threshold and aggregation threshold. The number of transmissions for data packets and the load caused by the header of packets are reduced. Moreover, an analysis method is developed to evaluate this aggregation mechanism in terms of the average aggregation degree and aggregation latency. Experimental results show this aggregation mechanism saves bandwidth and satisfies the real-time requirement of P2P MMOG.

Key words: Massively Multiplayer Online Game(MMOG), packet aggregation, Game Interactivity Threshold(GIT)

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