Over-estimation of game server RTT during FPS server discovery

نویسنده

  • Grenville Armitage
چکیده

Online multiplayer first person shooter (FPS) games typically utilise a client-server architecture, and use a two-step process to find available game servers. Clients query a well-known master server for a list of registered game servers, then probe each listed game server in turn. This process emits thousands of probe packets over a short period of time. A client estimates the round trip time (RTT) to each server based on the time between emitting a probe and receiving a reply. Using examples from CounterStrike:Source this report illustrates how an excessive probe emission rate can artificially inflate the RTT to individual game servers.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Client-Side Adaptive Search Optimisation for Online Game Server Discovery

This paper describes a client-side, adaptive search technique to reduce both the time taken to discover playable online First Person Shooter (FPS) game servers and the number of network ows created during game server discovery. Online FPS games usually use a clientserver model, with thousands of game servers active at any time. Traditional FPS server discovery probes all available servers over ...

متن کامل

Further Optimising Online FPS Game Server Discovery

This paper proposes several improvements to a proposed game server discovery algorithm based on clustering servers by origin Autonomous System (AS). Following a brief overview of current game server discovery processes, the algorithms on which this paper is based are outlined. Using Valve's Counterstrike:Source game and datasets employed in the previous algorithm's paper, several improvements t...

متن کامل

Distribution of IP Source Addresses Experienced By Wolfenstein Enemy Territory Game Servers

Online multiplayer first person shooter (FPS) games typically limit themselves to between 4 and 30+ concurrent players, seemingly limiting the number of source IP addresses seen over time. However, this report demonstrates how common FPS game servers usually ‘experience’ traffic from hundreds of unique IP source addresses every minute, regardless of an individual game server’s popularity or loc...

متن کامل

Investigation on Reliability Estimation of Loosely Coupled Software as a Service Execution Using Clustered and Non-Clustered Web Server

Evaluating the reliability of loosely coupled Software as a Service through the paradigm of a cluster-based and non-cluster-based web server is considered to be an important attribute for the service delivery and execution. We proposed a novel method for measuring the reliability of Software as a Service execution through load testing. The fault count of the model against the stresses of users ...

متن کامل

Chapter 5 Power Management at Network Interface Level

The key mechanism to reduce the power consumption of wireless interfaces is to put the interface into sleep mode whenever possible. In the context of games, the challenge is to do this without affecting the game play. As described in Section 5.1, the games become not playable if the round trip network latency increases beyond acceptable levels. The acceptable level varies according to game genr...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2008