论文标题

基于TCP的大型多人游戏在线游戏的流量优化

Traffic Optimization for TCP-based Massive Multiplayer Online Games

论文作者

Saldana, Jose, Sequeira, Luis, Fernandez-Navajas, Julian, Ruiz-Mas, Jose

论文摘要

本文研究了名为TCM的流量优化技术(隧道,压缩和多路复用)来减少MMORPG的带宽(大量多人在线角色扮演游戏),这些游戏采用TCP提供了柔和的实时服务。为了优化流量并提高带宽效率,当许多玩家的数据包共享相同的链接时,可以应用TCM,而在某些情况下发生,例如代理和游戏支持基础架构的服务器之间的流量。首先,使用避免发送重复字段的标准算法压缩TCP/IP标头;接下来,将许多数据包混合到更大的数据包中,最后,它们是使用隧道发送的。预期的压缩标头大小是使用真实游戏的交通轨迹获得的。接下来,已经进行了使用流行MMORPG的流量模型的模拟,以估算预期的带宽节省和每秒数据包的减少。获得的带宽节省约为60%。每秒数据包也大大减少。此外,显示的延迟显示足够小,以免损害层的经验丰富的质量。

This paper studies the use of a traffic optimization technique named TCM (Tunneling, Compressing and Multiplexing) to reduce the bandwidth of MMORPGs (Massively Multiplayer Online Role-Playing Games), which employ TCP to provide a soft real-time service. In order to optimize the traffic and to improve bandwidth efficiency, TCM can be applied when the packets of a number of players share the same link, which occurs in some scenarios, as e.g. the traffic between proxies and servers of game-supporting infrastructures. First, TCP/IP headers are compressed using standard algorithms that avoid sending repeated fields; next, a number of packets are blended into a bigger one and finally, they are sent using a tunnel. The expected compressed header size has been obtained using traffic traces of a real game. Next, simulations using a traffic model of a popular MMORPG have been performed in order to estimate the expected bandwidth savings and the reduction in packets per second. The obtained bandwidth saving is about 60 percent. Packets per second are also significantly reduced. In addition, the added delays are shown to be small enough so as not to impair layers' experienced quality.

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