| Online games in China after decades of development, has now become a new kind of entertainment hotspots. According to statistics, the first half of 2014, China’s online game market growth of 10%, the industry market scale reached 51.81 billion yuan, the annual market size is expected to be over one hundred billion. The comparison of 2008 to work in the market size, 8.4 billion yuan, we can see that the size of the market in six years has increased nearly six-fold. This is expected in the next three years, the Chinese game market will reach 200 billion yuan in 2017, lives currency. Meanwhile Throughout Tencent, Netease, Shanda, China’s first-tier Internet companies income in the basic game business accounted for 50% of overall revenue. Meanwhile, the first half of 2014 continued to be active M & A investment capital: Tencent invested CJGame: 5 billion acquisition CJGame 28% of the shares, becoming the third largest shareholder CJGame. Enlight 230 million yuan acquisition of Xian Haike technology. 325 million yuan acquisition of Alpha Technology inch, 3.67 billion acquisition of the Philharmonic tour. Family travel information backdoor plum umbrella. Talkweb 810 million acquisition of fire melting information. Aishigufen purchase travel long era. Fascinated by the network is eligible to invest 130 million yuan, the capital market is constantly chasing the market’s entertainment hotspots. Major companies are constantly in increasing investment for the game industry.For game developers to those who, according to the level of requirements for network delay can be simply divided into non-real-time online games online games and real-time online games. Non-real-time online games including network chess games, puzzle games, these games on the network delay is not high, a few seconds of delay can be tolerated, such as QQ game platform Landlords, mahjong, billiards other games. Real-time online games generally require a relatively high network latency, high network latency is usually makes the game not smooth. One of the most representative of the types of game is this: First Person Shooter(FPS), currently the most representative of the game products are "fighting", "Counter Strike" and so on. Real-time strategy game(Realtime Strategy Game, RTS), currently the most representative games of "Warcraft," "Heroes Union" and so on.Due to delays in the network is inevitable existence, so that the delay is real-time network game development process of a bottleneck, the delay often determines the size of the gaming experience, the game’s implementation, gameplay. In the game, if the game is running in there beating, pulling phenomenon, will produce a fatal blow to this type of gameplay. Usually we have to adopt a series of algorithms to reduce network latency effects for the game. This article will introduce specific to this technology and implementation.Firstly, the design features of real-time network game server starting online game developer describes some of the main issues, and then describes the common network game server architecture, combined with the characteristics of a distributed server architecture to achieve a suitable game server distributed architecture and protocol engine for protocolbuffers, libevent network engine characteristics were introduced, and the specific programming methods are described. Then according to real-time network game development major problem is described in detail, the main problems are: time synchronization between different clients, network latency issues, mobile synchronization objects in the game, the consistency of the client server. This paper describes these few issues, and describes commonly used algorithms to solve these problems: dead reckoning technology(Dead Rockoning), dead reckoning technology can impact network latency real-time network game is reduced to a minimum, while the dead speculation bale forecasting techniques and smoothing techniques, this paper describes in detail the two technologies, and the algorithm used in the game gives specific examples. Compare mobile synchronization while conservative and optimistic synchronization mechanism synchronization mechanism, a detailed description of the Bucket synchronization mechanism, and gives detailed Bucket achieve real-time network game. Finally, the network delay for the client-server brought inconsistencies are described, and the delay compensation technology to solve this problem have been programmed. |