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A Network Issues and Analysis To

This document discusses network issues and analysis to improve networking for competitive online games. It begins by introducing multiplayer games and their growing popularity. There are two main multiplayer game models - the client-server model and the distributed/peer-to-peer model. The client-server model has a central server that clients connect to, while the distributed model does not require a centralized server and has clients communicate directly. Network issues that can impact online games include latency, jitter, choosing between TCP and UDP protocols, packet compression/aggregation, and using dead reckoning to approximate missing data. The document provides examples and explanations of these various networking concepts.

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0% found this document useful (0 votes)
35 views

A Network Issues and Analysis To

This document discusses network issues and analysis to improve networking for competitive online games. It begins by introducing multiplayer games and their growing popularity. There are two main multiplayer game models - the client-server model and the distributed/peer-to-peer model. The client-server model has a central server that clients connect to, while the distributed model does not require a centralized server and has clients communicate directly. Network issues that can impact online games include latency, jitter, choosing between TCP and UDP protocols, packet compression/aggregation, and using dead reckoning to approximate missing data. The document provides examples and explanations of these various networking concepts.

Uploaded by

deathstroke
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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A Network Issues and

Analysis to
Improve Networking for
Competitive Online Games
Name – Swapnil Mohan Pawar
G.R. No. – 172038
Class – TY E
Roll No. – 71
Guide – Prof. A.A. Bhosale
Introduction

Multiplayer games are becoming large part of


today’s digital entertainment.
 As more game players gain access to high-
speed internet connections multiplayer games
can grow becoming more ambitious than ever
before
Why Multiplayer

Human opponents can be much more


challenging than artificial opponents. They learn
and adapt and can be much more rewarding
to defeat.
 Collaborative gameplay can be equally
compelling with humans when using teamwork
to achieve a common goal.
Multiplayer Game Models

There are two main types of multiplayer game


models.
1.Client Server Model
2.Distributed or Peer-to-peer Model
Client Server Model

This consists of a single central server to which all


the players (clients) connect.
This model is usually simple to implement but
can cause problems as there is a single point of
failure.
if the server crashes all the clients will be
disconnected. Also this creates a bottleneck of
bandwidth at the server end as all data passes
in and out of this single point
Distributed Game Model

This model does not require a centralised server.


Each client communicates with all the other
clients and each stores a copy of the game
state.
Messages are sent between clients to notify
them of changes to the game state and the
bottleneck of a server is eliminated.
a. Client Server

b. peer-to-peer

c. Distributed
game model
Synchronization

State Synchronization - State synchronization


involves each player sending the state of their
instance of the game to all other players
Input Synchronization - Input synchronization is
where each player sends all their game events
to the other players
Network Issues
Latency

 Network latency or lag refers to the time taken for a packet sent to a to
travel from its source to its final destination. It is never impossible to eliminate
lag completely.
 2004 the globalnetwork communications company MCI specify an
average roundtrip time of 79.30ms for a packet from any nodes on its
network
Example of Latency

For example in a racing game the exact


positions of all the players’ cars must be
represented on the players’ screens at the same
time. If there was a delay in the updating of the
position of the cars then two players might think
they were in first position at the same time,
which of course will cause problems when they
cross the finish line.
Jitter

Network jitter refers to the variation in lag of a


given connection.
It can be caused by the way a particular router
queues packets or high network traffic.
Different packets from the same connection
might take different routes if traffic is high and
therefore the transit times of packets from
source to destination will differ.
TCP vs. UDP

The internet is based on two main protocols TCP


and UDP. An issue that often arises
when designing a multiplayer game is which
protocol to use as a transport method across
the network.
 Each has their advantages and disadvantages.
TCP

 TCP is a reliable protocol which means that if a packet


sent with TCP is lost (for example if it was misrouted or if a
particular router was too busy) then that packet will be
retransmitted.
 Each packet from the sending device to the receiving
device has to be accompanied by an
acknowledgement packet from the receiving device to
the sending device.
 This means that TCP will use much more bandwidth than
is necessary.
UDP

UDP does not have any form of reliability


checks. Lost packets are not acknowledged or
retransmitted. However it uses much less
bandwidth than TCP.
UDP is connectionless and involves small
overhead whereas TCP is connection oriented
and uses more overhead.
Packet Compression and Aggregation

 Internal compression (UDP) is where each individual


packet is compressed without reference to other
previously sent packets.
 External compression (TCP) takes place before the data
is split into packets.
 Aggregation is the process of merging the data of one
or more packets into a single packet. This reduces the
overhead of packet headers.
 Both of these techniques decrease bandwidth
requirements but they increase delay so these factors
must be balanced.
Dead Reckoning

Dead reckoning is a process of approximating


the value of missing data. The data may be
missing due to lost UDP packets or if the
bandwidth of the particular internet connection
is not large enough.
Information is approximated based on the value
of previously received information.
The process consists of two parts the prediction
technique and the convergence technique.
Example of Dead Reckoning

 If a packet was lost containing the position of one of the


player’s cars, the game could guess the current position
by assuming that the speed of the car has not changed.
In the next update of the car’s speed and position the
values might be slightly different from the predicted
values.
 In this case, rather than instantly re-position the car in the
correct place the game could interpolate the car’s
position between the predicted and the correct
position. This convergence technique attempts to avoid
jerky movement of the cars.
Thank you

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