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1、Peer-to-Peer-basedInfrastructureSupportforMassivelyMultiplayerOnlineGamesSimonRieche?,MarcFouquet],HeikoNiedermayer],LeoPetrak],KlausWehrle?,GeorgCarle]WSI-2006-04August2006?DistributedSystemsGroupRWTHAachenUniversity{rieche,wehrle}@cs.rwth-aachen.de]ComputerNetworksandI
2、nternetUniversityofT¨ubingen{fouquet,niedermayer,petrak,carle}@informatik.uni-tuebingen.decWSI2006ISSN0946-3852AbstractOnlinegamesareaninterestingchallengeandchanceforthefuturedevelopmentofthePeer-to-Peerparadigm.Massivelymultiplayeronlinegames(MMOGs)arebecomingincreasin
3、glypopulartoday.However,evenhigh-budgettitleslikeWorldofWarcraftthathavegonethroughextensivebeta-testingsu?erfromdowntimesbecauseofhard-andsoftwareproblems.OurapproachistousestructuredP2PtechnologyfortheserverinfrastructureofMMOGstoimprovetheirreliabilityandscalability.S
4、uchP2Pnetworksarealsoabletoadapttothecurrentstateofthegameandhandleunevendistributionsoftheplayersinthegameworld.Anotherfeatureofourapproachisbeingabletoaddsupplementaryserversatruntime.Oursystemallowsusingo?-the-shelfPCsasinfrastructurepeersforparticipationindi?erentgam
5、eworldsasneeded.DuetothenatureoftheEconomyofScalethesamenumberofhostswillprovideabetterservicethandedicatedserversforeachgameworld.1IntroductionMultiplayergamesplayedovertheInternethavebecomeverypopularinthelastfewyears.Aninterestingsubcategoryaretheso-calledmassivelymul
6、tiplayeronlinegames(MMOGs)thatallowthousandsofplayercharacterstoshareasinglegameworld.Suchaworldisusuallyrunonahigh-performanceandhigh-availabilityservercluster.However,evenwithgamesthathavebeenextensivelybeta-tested,downtimesofseveralhoursbecauseofhard-orsoftwarefailure
7、sarenotuncommon.Downtimes,especiallyinthe?rstfewweeksaftertherelease,cannegativelya?ecttheimageofthegameandthecompanythatcreatedit.Traditionally,aclusterofserverscontainsonevirtualworldofaMMOG.Suchinfrastructureisin?exibleanderror-prone.Onewouldratherliketohaveasystemtha
8、tallowsdisconnectingaserveratruntimewhileotherstakeoveritstasks.Server-basedMMOGscanhaveperformanceprob