WoTUG - The place for concurrent processes

Paper Details

@InProceedings{KumarStiles06,
  title = "{A} {JCSP}.net {I}mplementation of a {M}assively {M}ultiplayer {O}nline {G}ame",
  author= "Kumar, Shyam and Stiles, G. S.",
  editor= "Welch, Peter H. and Kerridge, Jon and Barnes, Frederick R. M.",
  pages = "135--149",
  booktitle= "{C}ommunicating {P}rocess {A}rchitectures 2006",
  isbn= "978-1-58603-671-3",
  year= "2006",
  month= "sep",
  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."
}

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