标签:set date arena rate asi amp ali sub system
2. Early Online and Multiplayer Games
3. Recent Online and Multiplayer Games
4. Basic Internet Architecture
5. Network Latency, Jitter and Loss
6. Latency Compensation Techniques
7. Playability versus Network Conditions and Cheats
9. Where Do Players Come from and When?
10. Online Game Traffic Patterns
12. Setting Up Online FPS Game Servers
1. Introduction
2. Early Online and Multiplayer Games
2.1 Defining Networked and Multiplayer Games
2.2 Early Multiplayer Games
2.2.1 PLATO
2.2.2 MultiUser Dungeons
2.2.3 Arcade Games
2.2.4 Hosted Online Games
2.3 Multiplayer Network Games
2.3.1 DOOM-Networked First-Person Shooters Arrive
References
3. Recent Online and Multiplayer Games
3.1 Communication Architectures
3.2 The Evolution of Online Games
3.2.1 FPS Games
3.2.2 Masively Multiplayer Games
3.2.3 RTS Games
3.2.4 Sports Games
3.3 Summary of Growth of Online Games
3.4 The Evolution of Online Game Platforms
3.4.1 PCs
3.4.2 Game Consoles
3.4.3 Handheld Game Consoles
3.4.4 Summary
3.5 Context of Computer Games
3.5.1 Physical Reality
3.5.2 Telepresense
3.5.3 Augmented Reality
3.5.4 Distributed Virtual Environments
References
4. Basic Internet Architecture
4.1 IP Networks as seen from the Edge
4.1.1 Endpoints and Addressing
4.1.2 Layered Transport Services
4.1.3 Unicast, Broadcast and Multicast
4.2 Connectivity and Routing
4.2.1 Hierarchy and Aggregation
4.2.2 Routing Protocols
4.2.3 Per-hop Packet Transport
4.3 Address Management
4.3.1 Address Delegation and Assignment
4.3.2 Network Address Translation
4.3.3 Dynamic Host Configuration Protocol
4.3.4 Domain Name System
Reference
5. Network Latency, Jitter and Loss
5.1 The Relevance of Latency, Jitter and Loss
5.2 Sources of Latency, Jitter and Loss in the Network
5.2.1 Propagation Delay and the Laws of Physics
5.2.2 Serialisation
5.2.3 Queuing Delays
5.2.4 Sources of Jitter in the Network
5.2.5 Sources of Packet Loss in the Network
5.3 Network Control of Lag, Jitter and Loss
5.3.1 Preferential IP Layer Queuing and Scheduling
5.3.2 Link Layer Support for Packet Prioritisation
5.3.3 Where to Place and Trust Traffic Classification
5.4 Measuring Network Conditions
References
6. Latency Compensation Techniques
6.1 The Need for Latency Compensation
6.2 Prediction
6.2.1 Player Prediction
6.2.2 Opponent Prediction
6.2.3 Prediction Summary
6.3 Time Manipulation
6.3.1 Time Delay
6.3.2 Time Warp
6.3.3 Data compression
6.4 Visual Tricks
6.5 Latency Compensation and Cheating
References
7. Playability versus Network Conditions and Cheats
7.1 Measuring Player Tolerance for Network Disruptions
7.1.1 Empirical Research
7.1.2 Sources of Error and Uncertainty
7.1.3 Considerations for Creating Artificial Network Conditions
7.2 Communication Models, Cheats and Cheat-Mitigation
7.2.1 Classifying and Naming Methods of Cheating
7.2.2 Server-side Cheats
7.2.3 Client-side Cheats
7.2.4 Network-layer Cheats
7.2.5 Cheat-mitigation
References
8. Broadband Access Networks
8.1 What Broadband Access Networks are and why they Matter
8.1.1 The Role of Broadband Access Networks
8.1.2 Characteristics of Broadband Access Networks
8.2 Access Network Protocols and Standards
8.2.1 Physical Layer
8.2.2 Data Linke Layer
8.3 Cable Networks
8.4 ADSL Networks
8.5 Wireless LANs
8.5.1 IEEE 802.11 Wireless LAN Standards
8.5.2 Wireless LAN Architectures
8.5.3 Recent Developments in WLAN Quality of Service
8.6 Cellular Networks
8.6.1 GPRS and EDGE
8.6.2 3G Networks
8.7 Bluetooth Networks
8.8 Conclusion
References
9. Where Do Players Come from and When?
9.1 Measuring Your Own Game Traffic
9.1.1 Sniffing Packets
9.1.2 Sniffing With Tcpdump
9.2 Hourly and Daily Game-play Trends
9.2.1 An Example Using Quake III Arena
9.2.2 An Example Using Wolfenstein Enemy Territory
9.2.3 Relationship to Latency Tolerance
9.3 Server-discovery (Probe Traffic) Trends
9.3.1 Origins of Probe Traffic
9.3.2 Probe Traffic Trends
9.4 Mapping Traffic to Player Locations
9.4.1 Mapping IP Addresses to Geographic Location
9.4.2 Mapping by Latency Tolerance
References
10. Online Game Traffic Patterns
10.1 Measuring Game Traffic with Timestamping Errors
10.2 Sub-second Characteristics
10.2.1 Ticks, Snapshots and Command Updates
10.2.2 Controlling Snapshot and Command Rates
10.3 Sub-second Packet-size Distributions
10.4 Sub-Second Inter-Packet Arrival Times
10.4.1 Example: Wolfenstein Enemy Territory Snapshots
10.4.2 Example: Half-life 2 Snapshots and Client Commands
10.5 Estimating the Consequences
10.6 Simulating Game Traffic
10.6.1 Examples from Halo 2 and Quake III Arena
10.6.2 Extrapolating from Measurements with Few Clients
References
11. Future Directions
11.1 Untethered
11.1.1 Characteristics of Wireless Media
11.1.2 Wireless Network Categorization
11.2 Quality of Service
11.2.1 QoS and IEEE 802.11
11.2.2 QoS Identification
11.3 New Architectures
11.4 Cheaters Beware
11.5 Augmented Reality
11.6 Massively Multiplayer
11.7 Pickup and Putdown
11.8 Server Browsers
References
12. Setting Up Online FPS Game Servers
12.1 Considerations for an Online Game Server
12.2 Wolfenstein Enemy Territory
12.2.1 Obtaining the Code
12.2.2 Installing the Linux Game Server
12.2.3 Starting the Server
12.2.4 Starting a LAN Server
12.2.5 Ports You Need Open on Firewalls
12.2.6 Dealing with Network Address Translation
12.2.7 Monitoring and Administration
12.2.8 Automatic Downloading of Maps and Mods
12.2.9 Network Performance Configuration
12.2.10 Running a Windows Server
12.2.11 Further Reading
12.3 Half-Life 2
12.3.1 Obtaining and Installing the Linux Dedicated Server
12.3.2 Starting the Server for Public Use
12.3.3 Starting a LAN-only Server
12.3.4 Ports You Need Open on Firewalls
12.3.5 Dealing with Network Address Translation
12.3.6 Monitoring and Administration
12.3.7 Network Performance Configuration
12.3.8 Running a Windows Server
12.3.9 Further Reading
12.4 Configuring FreeBSD’s Linux-compatibility Mode
12.4.1 Installing the Correct Linux-compatibility Libraries
12.4.2 Ensuring the Kernel ‘Ticks’ Fast Enough
References
13. Conclusion
13.1 Networking Fundamentals
13.2 Game Technologies and Development
13.3 A Note Regarding Online Sources
标签:set date arena rate asi amp ali sub system
原文地址:https://www.cnblogs.com/revoid/p/12104961.html