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Revealed Presented by Jaysheel D Bhavsar

Jaysheel D Bhavsar. Revealed Presented by Jaysheel D Bhavsar. Game Taxonomy. MOG ( M ulti-player O nline G ames) No persistent environment Game server all over the place E.G: Half Life (counter strike), Call of Duty, Halo MMOG ( M assively M ulti-player O nline G ames)

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Revealed Presented by Jaysheel D Bhavsar

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  1. Jaysheel D Bhavsar Revealed Presented by Jaysheel D Bhavsar

  2. Game Taxonomy • MOG (Multi-player Online Games) • No persistent environment • Game server all over the place • E.G: Half Life (counter strike), Call of Duty, Halo • MMOG (Massively Multi-player Online Games) • Role Playing Games (WoW, LoTR) • First Person Shooter (WW-II online, PlanetSide) • Real Time Strategy (Mankind, Dreamloads) • Social Games (SecondLife) Jaysheel D Bhavsar

  3. MMOG Market share Jaysheel D Bhavsar

  4. World of MMO customized FTP/HTTP server that allow connections from a game client which is then updated as required takes the user name and password from game clients and authenticates the account against the entries in the database The world/zone servers are the boxes that handle the actual player data for specific areas of the game world, including load balancing customized to optimize the data stream between the database and the auth/world servers for player data parsing Jaysheel D Bhavsar

  5. What is World of Warcraft? • Well have a look … Jaysheel D Bhavsar

  6. Jaysheel D Bhavsar

  7. The Game client • The program installed on a personal computer is the client. It has four primary duties. • decodes and displays the data that make up the game world, as well as the user interface (UI) and any associated add-ons. • receives input from user and from a remote server and changes the game display accordingly. • gives feedback to user and the server, based on what's happening in the game. • keeps up with any changes user make to game's layout and settings (mods). Jaysheel D Bhavsar

  8. Game play • Lets play a game Jaysheel D Bhavsar

  9. What do we know so far? • MMORPGs are real time games, and have highly interactive environment • Gamers/Clients interact with each other, and computer AI’s via server node • So far we have been told that UDP is the choice of protocol for most real time environments. Let review why so. Jaysheel D Bhavsar

  10. Basic Analysis • WoW and other MMORPGs use TCP…why??? • Analysis of TCP stream shows that PSH bit is set in almost all PDU’s transmitted…why??? Jaysheel D Bhavsar

  11. Basic Analysis Jaysheel D Bhavsar

  12. Basic Analysis Jaysheel D Bhavsar

  13. Main Screen

  14. Time line : main screen Open TCP connection, and use HTTP protocol to download background, music, patch open TCP connection to port 3724 (blizwow). Get server ids, and server IP ads Open TCP connection and use HTTP protocol to download news and info Time Jaysheel D Bhavsar

  15. Dash board

  16. Time line : dashboard open TCP connection to port 3724 (blizwow). Authenticate user open TCP connection and use HTTP protocol to download game character information open TCP connection to port 3724 (blizwow). To the realm of selected user. Time

  17. Game Play

  18. Time line : in game Same connection used to interact between user and server open TCP connection and use HTTP protocol to get other gamers data from DB server. open TCP connection and use HTTP protocol to get gamers data from DB server. Time Jaysheel D Bhavsar

  19. Acknowledgment • Dr. K. E. Wommack • Dr. P. Amer • Blizzard Entertainment • http://www.mmogchart.com/ • Philipp Svoboda, Wolfgang Karner, Markus Rupp Institute of Communications and Radio-Frequency Engineering Vienna University of Technology, Austria • A little fun (http://www.southparkstudios.com/episodes/103797) [explicit content] Jaysheel D Bhavsar

  20. Misc Slides Jaysheel D Bhavsar

  21. Play-by-play analysis Jaysheel D Bhavsar

  22. Play-by-play cont… • After pulling data from the archives stored on the computer's hard drive, the client creates a representation of Aragon's surroundings. • The client informs the server of Aragon's position and receives information about stationary and mobile objects, or mobs, around Aragon. A mob is essentially any wandering object in the world, but it's most often used to describe attackable enemies. • When Aragon tries to pick up the stone, the client tells the server what Aragon is doing. Server also displays a status bar, showing the player how long it will take for Aragon to retrieve the stone. Jaysheel D Bhavsar

  23. Play-by-play cont… • The client receives information about the goblin's attack from the server. Server interrupts Aragon's stone collection when the goblin hits Aragon. The client sends information to the server about how Aragon defends himself, and server receives information about the goblin's actions and the progression of the fight. • Once Aragon kills the goblin and finishes collecting the stone, the client stops displaying the stone on the ground and instead displays an icon representing the stone in Aragon's inventory. Client informs the server that Aragon has collected the stone, so other players will no longer see it in the game world. Jaysheel D Bhavsar

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