Cse 381 advanced game programming networked gaming issues
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The goal of the networked game programmer: ensure there is little enough information going through the pipe so as not to take up all available bandwidth ...

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Cse 381 advanced game programming networked gaming issues l.jpg

CSE 381 – Advanced Game ProgrammingNetworked Gaming Issues

Warcraft III, by Blizzard

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Types of Online Games

  • U.S. games market for 2004 was $ 7.3 billion

    • roughly 42% of gaming was done online in some capacity

  • Common online game types:

    • Deathmatch FPS

      • direct control over avatar

    • RTS, RPG

      • indirect, delayed control over avatar

    • Casual Games

    • Mobile Games

  • Used to rarely be plot driven, that’s changed

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Concerns for Networked Game Programmers

  • Throughput

    • amount of data that can be stuffed into the pipe

    • usually not a problem

  • Latency

    • end-to-end delay

    • a problem for certain game types

  • Jitter

    • variation of latency

  • Packet loss

    • data lost along the way

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  • Maximum transfer rate of a communication channel

  • Size of a pipe

  • The goal of the networked game programmer:

    • ensure there is little enough information going through the pipe so as not to take up all available bandwidth

    • ensure enough data is passed to maintain data properly

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Bad Bandwidth Assumptions

  • It’s easy to blame bandwidth for poor network performance

  • There are other culprits

  • Ex:

    • Input buffers get filled faster than they get emptied

  • To quote John Carmack talking about slowdowns:

    • “most of the problems are due to having far too many buffers and abstractions between the data producers/consumers and the actual wire”

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Latency & Gameplay Degradation Research

  • RTS

    • Warcraft III

      • with latency of several seconds, still minimal degradation of gameplay

  • Sports Games

    • Madden NFL Football

      • when latency over ½ second, rapid degradation

    • Car racing simulation

      • latency over 50ms affects game results

      • latency over 100ms affects realism of game

  • FPS

    • Unreal Tournament 2003

      • latency over 75 ms noticeable to players

      • latency over 100 ms made gameplay less enjoyable

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Generally Speaking

  • Typical latency in a game played over a 56k modem would be 160 – 200 ms

  • Human tolerance for game delays is 100 – 200ms

    • or lower for fast paced games as we’ve seen

  • Too bad for mobile games

    • GPRS typically has round trip times of 1000 – 2700 ms

    • For newer 3G networks, 400 – 500 ms

    • Even longer if you want to use GPS

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Network Information

  • Much information is available to a network programmer (and API like DirectPlay)

    • statistics about network traffic

    • ex:

      • peak throughput through pipe (bytes per second)

      • average throughput ( bytes per second)

      • round trip latency

      • number of timed-out messages

  • Is the server sending too much data?

  • Can it send more?

  • Ex: long round trip latencies may mean you are saturating either the client or server bandwidth

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Some DirectPlay Rules

  • Will not send messages to a remote computer faster than it can process them

  • If it detects a remote computer isn’t responding fast enough:

    • will queue the message on the sender

    • won’t send it until a more appropriate time

    • ultimately, packets may be coalesced or timed out

  • Doesn’t this ruin it for everyone?

    • only those players’ computers struggling to keep up will be affected

  • Programmers may also check the queue. Why?

    • to see if it’s filling up

    • if so, send less data to a client

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Decisions to make

  • Types of data to send

  • Should prioritizing be used?

    • If so, what algorithm should be used?

  • TCP vs UDP

  • Should prediction and/or simulation be used?

    • If so, what algorithm should be used?

  • Network Architecture

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Minimize Data Sent

  • Remember, the most important thing in tuning your network performance is to eliminate unnecessary data being passed across the network

  • Rules of thumb:

    • don’t send strings unless it’s necessary

    • always send the smallest data types possible

    • never send a boolean variable

      • especially if you have more than one

      • what if you have 4 booleans to send?

        • send one byte that is bit-masked

  • The more data you can get in the smallest packets, the more available network bandwidth you have

  • Throughput requirement examples:

    • Counter Strike: approx. 34kbit/s

    • Warcraft III: approx. 5kbit/s

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  • Deciding what data to send

    • don’t send all data, FPS in particular. Why not?

    • minimize the amount of data sent

    • Send only part of game state

      • that which is currently relevant to a player

      • Ex: positions of viewable players only

  • Another approach: prioritize bandwidth

    • divide network bandwidth up among clients

    • provide more bandwidth to players who currently need it more

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  • Both transport layer protocols on top of IP

  • What’s the difference?

  • TCP is lossless. What’s that?

  • What TCP (Transmission Control Protocol) gives you:

    • reliable delivery

    • retransmission and reordering

    • congestion control

  • What UDP (User Datagram Protocol) gives you:

    • unreliable delivery

    • no retransmission, packets not ACKnowleged, no reordering

    • no congestion control

    • speed & low overhead (good for streaming audio/video)

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  • Which should you Use?

  • That depends

  • Some game data can be interpolated

    • if packet is lost, the game can continue

  • Some game data must be guaranteed to be received

    • some things can’t and shouldn’t be interpolated

  • Understand TCP is slower, but safer

  • Both are used, both have virtues, both have drawbacks

  • Programmers are always looking for UDP opportunities

  • Alternative: write your own “Reliable UDP” and use for certain types of info sent

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Prediction & Simulation for Clients & Servers

  • What does a client do in between receiving network communications?

  • How can it render the game world for every frame?

  • Prediction & Simulation

    • use some algorithm to predict what will happen and simulate the results

    • obviously not everything should be predicted/simulated

  • For example, where are the other players located?

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Mobility Models

  • Prediction & Simulation Algorithms for actor movement

  • Dead Reckoning

    • interpolate where an actor will be based on most recent state

    • what’s the problem with this?

  • Informed prediction

    • what are past patterns of movements

    • statistical predictions

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Network Architectures

  • The reality is that most architectures are hybrids

    • much processing is done on clients

      • ex: collision detection

    • would be too much of a strain on servers

    • much prediction must therefore be done on clients

      • ex: players manage their own movements

    • cost of this: cheating

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  • Unreal Network Architecture

    • http://unreal.epicgames.com/Network.htm

  • Networking Multiplayer Games by Sugih Jamin

    • http://ai.eecs.umich.edu/soar/Classes/494/talks/lecture-15.pdf

  • Analysis of Factors Affecting Players’ Performance and Perception in Multiplayer Games by Matthias Dick, Oliver Wellnitz, Lars Wolf

  • John Carmack’s Blog

    • http://www.armadilloaerospace.com/n.x/johnc

  • High Latency Multiplayer Gaming by Edward Hannay