Tài liệu The TRIBES Engine Networking Model or How to Make the Internet Rock for Multiplayer Games by Mark Fr

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    The TRIBES Engine Networking Model or How to Make the Internet Rock for Multiplayer Games by Mark Frohnmayer and Tim Gift Mark

    Abstract
    This paper discusses the networking model developed to support a
    realtime
    multiplayer
    gaming environment. This model is being
    developed for TRIBES II, and was first implemented in Starsiege
    TRIBES, a multiplayer
    online team game published in December
    '98. The three major features of this model are: support for
    multiple data delivery requirements, partial object state updates
    and a packet delivery notification protocol.
    Overview
    Starsiege TRIBES supports two modes of play: single player or
    multiplayer
    over a LAN or the Internet. The multiplayer
    mode
    supports up to 128 human or AI controlled players in a single
    game. Performance over the Internet drove the design of the
    networking model. The model supports low end modem connections
    and is designed to deal with low bandwidth, high latency and
    intermittent packet loss.
    The model deals primarily with the delivery of data and a key
    concept is the classification of delivery requirements.
    All data is classified into one of several requirement categories
    and the design of each component in the model centers around
    meeting those requirements. We organize transmitted data as
    follows:
    1. Nonguaranteed data is data that is never retransmitted if lost.
    2. Guaranteed data is data that must be retransmitted if lost,
    and delivered to the client in the order it was sent.
    3. Most Recent State data is volatile data of which only the
    latest version is of interest.
    4. Guaranteed Quickest data is data that needs to be delivered in
    the quickest possible manner.
    The networking model is divided into three major components as
    shown in Figure 1:
    1. A Connection Layer that deals with notification and delivery
    of packets between client and server. The features of this
    layer along with a stream class provide the general
    infrastructure on which the other layers are built.
    2. A Stream Layer which provides packet stream management. This
    layer employs five stream managers to deal with events, object
    mirroring, input move management, static data and string
    compression. Each of the five stream managers provides
    different data delivery guarantees.
    3. A Simulation Layer which manages all objects in the
    simulation. A full description of this layer is outside the
    scope of this article but several items are relevant: the
    advancement of time, object scoping and client prediction.
     

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