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Jitter and Loss in the Network 5.2.1 Propagation Delay and

2024-03-31 Web开发

1. Introduction

2. Early Online and Multiplayer Games

  2.1 Defining Networked and Multiplayer Games

  2.2 Early Multiplayer Games

    2.2.1 PLATO

    2.2.2 MultiUser Dungeons

    2.2.3 Arcade Games

    2.2.4 Hosted Online Games

  2.3 Multiplayer Network Games

    2.3.1 DOOM-Networked First-Person Shooters Arrive

  References

3. Recent Online and Multiplayer Games

  3.1 Communication Architectures

  3.2 The Evolution of Online Games

    3.2.1 FPS Games

    3.2.2 Masively Multiplayer Games

    3.2.3 RTS Games

    3.2.4 Sports Games

  3.3 Summary of Growth of Online Games

  3.4 The Evolution of Online Game Platforms

    3.4.1 PCs

    3.4.2 Game Consoles

    3.4.3 Handheld Game Consoles

    3.4.4 Summary

  3.5 Context of Computer Games

    3.5.1 Physical Reality

    3.5.2 Telepresense

    3.5.3 Augmented Reality

    3.5.4 Distributed Virtual Environments

  References

4. Basic Internet Architecture

  4.1 IP Networks as seen from the Edge

    4.1.1 Endpoints and Addressing

    4.1.2 Layered Transport Services

    4.1.3 Unicast, Broadcast and Multicast

  4.2 Connectivity and Routing

    4.2.1 Hierarchy and Aggregation

    4.2.2 Routing Protocols

    4.2.3 Per-hop Packet Transport

  4.3 Address Management

    4.3.1 Address Delegation and Assignment

    4.3.2 Network Address Translation

    4.3.3 Dynamic Host Configuration Protocol

    4.3.4 Domain Name System

  Reference

5. Network Latency, Jitter and Loss

  5.1 The Relevance of Latency, Jitter and Loss

  5.2 Sources of Latency, Jitter and Loss in the Network

    5.2.1 Propagation Delay and the Laws of Physics

    5.2.2 Serialisation

    5.2.3 Queuing Delays

    5.2.4 Sources of Jitter in the Network

    5.2.5 Sources of Packet Loss in the Network

  5.3 Network Control of Lag, Jitter and Loss

    5.3.1 Preferential IP Layer Queuing and Scheduling

    5.3.2 Link Layer Support for Packet Prioritisation

    5.3.3 Where to Place and Trust Traffic Classification

  5.4 Measuring Network Conditions

  References

6. Latency Compensation Techniques

  6.1 The Need for Latency Compensation

  6.2 Prediction

    6.2.1 Player Prediction

    6.2.2 Opponent Prediction

    6.2.3 Prediction Summary

  6.3 Time Manipulation

    6.3.1 Time Delay

    6.3.2 Time Warp

    6.3.3 Data compression

  6.4 Visual Tricks

  6.5 Latency Compensation and Cheating

  References

7. Playability versus Network Conditions and Cheats

  7.1 Measuring Player Tolerance for Network Disruptions

    7.1.1 Empirical Research

    7.1.2 Sources of Error and Uncertainty

    7.1.3 Considerations for Creating Artificial Network Conditions

  7.2 Communication Models, Cheats and Cheat-Mitigation

    7.2.1 Classifying and Naming Methods of Cheating

    7.2.2 Server-side Cheats

    7.2.3 Client-side Cheats

    7.2.4 Network-layer Cheats

    7.2.5 Cheat-mitigation

  References

8. Broadband Access Networks

  8.1 What Broadband Access Networks are and why they Matter

    8.1.1 The Role of Broadband Access Networks

    8.1.2 Characteristics of Broadband Access Networks

  8.2 Access Network Protocols and Standards

    8.2.1 Physical Layer

    8.2.2 Data Linke Layer

  8.3 Cable Networks

  8.4 ADSL Networks

  8.5 Wireless LANs

    8.5.1 IEEE 802.11 Wireless LAN Standards

    8.5.2 Wireless LAN Architectures

    8.5.3 Recent Developments in WLAN Quality of Service

  8.6 Cellular Networks

    8.6.1 GPRS and EDGE

    8.6.2 3G Networks

  8.7 Bluetooth Networks

  8.8 Conclusion

  References

9. Where Do Players Come from and When?

  9.1 Measuring Your Own Game Traffic

    9.1.1 Sniffing Packets

    9.1.2 Sniffing With Tcpdump

  9.2 Hourly and Daily Game-play Trends

    9.2.1 An Example Using Quake III Arena

    9.2.2 An Example Using Wolfenstein Enemy Territory

    9.2.3 Relationship to Latency Tolerance

  9.3 Server-discovery (Probe Traffic) Trends

    9.3.1 Origins of Probe Traffic

    9.3.2 Probe Traffic Trends

  9.4 Mapping Traffic to Player Locations

    9.4.1 Mapping IP Addresses to Geographic Location

    9.4.2 Mapping by Latency Tolerance

  References

10. Online Game Traffic Patterns

  10.1 Measuring Game Traffic with Timestamping Errors

  10.2 Sub-second Characteristics

    10.2.1 Ticks, Snapshots and Command Updates

    10.2.2 Controlling Snapshot and Command Rates

  10.3 Sub-second Packet-size Distributions

  10.4 Sub-Second Inter-Packet Arrival Times

    10.4.1 Example: Wolfenstein Enemy Territory Snapshots

    10.4.2 Example: Half-life 2 Snapshots and Client Commands

  10.5 Estimating the Consequences

  10.6 Simulating Game Traffic

    10.6.1 Examples from Halo 2 and Quake III Arena

    10.6.2 Extrapolating from Measurements with Few Clients

  References

   

11. Future Directions

  11.1 Untethered

    11.1.1 Characteristics of Wireless Media

    11.1.2 Wireless Network Categorization

  11.2 Quality of Service

    11.2.1 QoS and IEEE 802.11

    11.2.2 QoS Identification

  11.3 New Architectures

  11.4 Cheaters Beware

  11.5 Augmented Reality

  11.6 Massively Multiplayer

  11.7 Pickup and Putdown

  11.8 Server Browsers

  References

12. Setting Up Online FPS Game Servers

  12.1 Considerations for an Online Game Server

  12.2 Wolfenstein Enemy Territory

    12.2.1 Obtaining the Code

    12.2.2 Installing the Linux Game Server

    12.2.3 Starting the Server

    12.2.4 Starting a LAN Server

    12.2.5 Ports You Need Open on Firewalls

    12.2.6 Dealing with Network Address Translation

    12.2.7 Monitoring and Administration

    12.2.8 Automatic Downloading of Maps and Mods

    12.2.9 Network Performance Configuration

    12.2.10 Running a Windows Server

    12.2.11 Further Reading

  12.3 Half-Life 2

    12.3.1 Obtaining and Installing the Linux Dedicated Server

    12.3.2 Starting the Server for Public Use

    12.3.3 Starting a LAN-only Server

    12.3.4 Ports You Need Open on Firewalls

    12.3.5 Dealing with Network Address Translation

    12.3.6 Monitoring and Administration

    12.3.7 Network Performance Configuration

    12.3.8 Running a Windows Server

    12.3.9 Further Reading

  12.4 Configuring FreeBSD’s Linux-compatibility Mode

    12.4.1 Installing the Correct Linux-compatibility Libraries

    12.4.2 Ensuring the Kernel ‘Ticks’ Fast Enough

  References

13. Conclusion

  13.1 Networking Fundamentals


  13.2 Game Technologies and Development


  13.3 A Note Regarding Online Sources

Networking And Online Games: Understanding And Engineering Multiplayer Internet Games (Grenville Armitage, Mark Claypool, Philip Branch 著)

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