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论文中文题名:

 网络游戏服务器关键技术的研究    

姓名:

 师东辉    

学号:

 200908389    

保密级别:

 公开    

学科代码:

 081203    

学科名称:

 计算机应用技术    

学生类型:

 硕士    

学位年度:

 2012    

院系:

 计算机科学与技术学院    

专业:

 计算机应用技术    

第一导师姓名:

 张卫国    

论文外文题名:

 Research on key technologies of network game server    

论文中文关键词:

 IOCP ; 网络游戏 ; 环形缓冲区 ; 架构 ; 同步机制    

论文外文关键词:

 IOCP ; Online games ; Ring buffer ; Architecture ; Synchronization mechanism    

论文中文摘要:
随着网络技术的迅速发展和硬件性能的不断提高,三维网络游戏已经成为一种非常流行的休闲娱乐方式。网络游戏服务器是这个虚拟世界的载体,所以,服务器的性能直接影响玩家游戏的体验度。服务器架构设计、网络底层通信、网络游戏同步是网络游戏服务器设计的三个关键问题,对这三个问题进行研究有助于推动整个行业的发展。 本文吸收了前人在网络游戏服务器方面的研究成果,并结合实际的网络游戏项目针对网络游戏同步、网络底层通信、服务器架构设计三个网络游戏服务器设计的关键问题进行分析和设计,并进行了优化。主要研究内容及研究成果如下: 1) 设计了高效、可扩展的服务器整体架构,分析了各个服务器的功能作用及相互的通信。 2) 在研究了如何开发稳定、高效的服务器基础上,给出了利用Windows操作系统提供的一种高效重叠机制和IOCP机制分析和设计了网络底层通信模块,采用了对象池、多线程、环形缓冲区等多种优化技术,并经过了现实项目的压力测试。 3) 着重分析了影响同步的因素,并对服务器位置同步信息进行了优化,提高了同屏人数。 文中所研究的网络底层通信、服务器架构设计、服务器位置同步信息优化在实际项目中进行了性能测试,测试结果表明本文提出的网络游戏服务器端的关键技术在面对大量客户并发访问时是稳定的,高效的,达到了预期的水平。对了解和解决服务器设计中所遇到的基本问题有很好的实际参考价值。
论文外文摘要:
With the rapid development of network and hardware technology, three-dimensional online games have become a very popular leisure entertainment. The network game server is a carrier of the virtual world, whose performance directly affects the game experience of players. Server architecture, network underlying communication and network game synchronization are the three key issues in the network game server design. Research on these three questions helps promote the development of the whole industry. The paper absorbed the previous research results in the network game server and combined with the actual network game project to analyze and design three key issues of network game server for online games. The three key issues are the server architecture design, network underlying communication and synchronization. And the paper optimized the key issues. The main research and results are as follows: First, efficient and scalable server structure was designed. And the function of each server and their communication with each other were analyzed. Secondly, on the base of studying how to develop stable, efficient server, network communication module was given which used an efficient overlapping mechanisms and IOCP mechanism provide by Windows operating system. The module used the object pool, multi-threaded, ring buffer areas and other optimization skills, and finished a stress test of the realistic project. Finally, the synchronous impact factor was analyzed, and the synchronization server location information was optimized to improve the number of the same screen. Research on network underlying communication and server architecture and synchronization is a good reference value for understanding and resolving the basic problems encountered in the server design. The performance test was performed in practical projects, test results show that the proposed the key technology of network game server side is stable and efficient when facing customers and accessing, and achieves the expected level.
中图分类号:

 TP393.09    

开放日期:

 2012-06-22    

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