%T A JCSP.net Implementation of a Massively Multiplayer Online Game
%A Shyam Kumar, G. S. Stiles
%E Peter H. Welch, Jon Kerridge, Frederick R. M. Barnes
%B Communicating Process Architectures 2006
%X 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.
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