A JCSP.net Implementation of a Massively Multiplayer Online Game
Authors: Kumar, Shyam, Stiles, G. S.
Abstract:We have developed a simple massively multiplayer online game system as a test bed for evaluating the usefulness and performance of JCSP.net. The system consists of a primary login server, secondary servers managing play on geographically distinct playing fields, and an arbitrary number of players. The basic structure of the game system is fairly simple, and has been verified to be free from deadlock and livelock using CSP and FDR. The JCSP.net implementation is straight-forward and includes over-writing buffers so that disconnected players will not block the servers and other players. Performance tests on local area networks under Windows demonstrate that five secondary servers easily support 1,000 machine-generated players making moves every two to five seconds. The player move end-to-end time was about 65 milliseconds, which is considered fast enough to support fast-action online games. Conversion from Windows to Linux required minimal effort; limited tests confirmed that versions using Linux alone, and Windows and Linux together, were also successful.
Communicating Process Architectures 2006, Peter H. Welch, Jon Kerridge, Frederick R. M. Barnes, 2006, pp 135 - 149 published by IOS Press, AmsterdamFiles: PDF
This record in other formats:Web page: BibTEX, Refer
Plain text: BibTEX, Refer
If you have any comments on this database, including inaccuracies, requests to remove or add information, or suggestions for improvement, the WoTUG web team are happy to hear of them. We will do our best to resolve problems to everyone's satisfaction.
Copyright for the papers presented in this database normally resides with the authors; please contact them directly for more information. Addresses are normally presented in the full paper.
Pages © WoTUG, or the indicated author. All Rights Reserved.
Comments on these web pages should be addressed to: www at wotug.org