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Design And Implementation Of The Online Game Server With Subscription Synchronization

Posted on:2020-01-07Degree:MasterType:Thesis
Country:ChinaCandidate:Z JuFull Text:PDF
GTID:2416330596471786Subject:Computer technology
Abstract/Summary:PDF Full Text Request
Military simulations and games contain a lot of identical methods,knowledge,principles,and theories.Many of the servers used in the simulation of military simulations are adapted from online game server adaptations.With the continuous development of technology in the field of simulation and games,the requirements for military simulation applications are becoming higher and higher.The requirements for servers which supporting simulation systems are also increasing,and the technical requirements for developing a server are increasing.The mainstream synchronization mode adopted by the existing online game server is lockstep synchronization and state synchronization.A server that uses the lockstep synchronization method can ensure high consistency of client performance during the simulation runs but cannot support a large scene simulation system.A server that uses state-synchronized synchronization can support large-scale simulation systems but cannot guarantee high consistency of client performance.The application background of the server designed and implemented in this paper is the situation display subsystem of a battlefield simulation system.The system needs to support the simulation of large scenes and ensure the high consistency of the client display.In order to solve the contradiction between the simulation requirement standard and the existing mainstream synchronization mode performance standard,this paper designed and implemented a online game server with subscription synchronization.The main research contents are as follows.This paper studies the development process in the field of simulation and game at home and abroad,and then combines the application of this paper,focuses on the research and introduction of the research field at home and abroad related to this article,and obtains the two most widely used architectures in the field of simulation.The architecture is the conclusion of the High-Level Simulation Architecture(HLA)and the Test and Training Enablement Architecture(TENA).In this paper,the above two architectures are deeply studied and compared,and their connections and differences are expounded.The two structures are compared from the perspective of the scope of use.Combined with the application background of the battlefield simulation system situation display subsystem,this paper introduces the simulation support architecture of this paper.This paper studies the key supporting technologies in the field of online games and combat simulation,including but not limited to the technical fields of synchronization technology,communication technology,situation display technology,model data management technology,archiving technology,etc.,and the most mainstream among these technologies.Several techniques have been compared,and then the details of how these techniques have been improved or adapted to the application context have been described in detail.After the above research,this paper proposes and implements the online game subscription synchronization server,and introduces the design purpose,technical architecture and implementation scheme of the server in detail.The online game subscription synchronization server adopts the synchronization method of subscription synchronization,and subscription synchronization is a new synchronization.The method combines the advantages of the traditional two methods of lockstep synchronization and state synchronization,which consumes more server computing resources and network bandwidth resources and satisfies the requirements of large scenarios and high consistency of combat simulation.This article details the key technologies involved in designing and implementing the online game subscription synchronization server,and the work required to apply these technologies to online game subscription synchronization servers.This paper combines the application background and requirements of the situation display subsystem of the combat simulation system.Based on the subscription synchronization,the server program of the situation display subsystem is designed and implemented.The server program is added to the situation display subsystem for simulation test.The test is divided into functional test and performance test.The results of the functional test part indicate that the online game subscription synchronization server designed and implemented in this paper can fully meet the system requirements and function correctly.The results of the performance test section show that the server's performance is excellent,and it can support more clients than the situation display system server used by the previous generation of a combat simulation system.It shows that the online game subscription synchronization server designed and implemented in this paper solves the above problems correctly and effectively.
Keywords/Search Tags:Subscription Synchronization, Server, Database, Situation Visualization
PDF Full Text Request
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