许登元, 王鹏. 分布式实时游戏服务器集群架构设计[J]. 微电子学与计算机, 2014, 31(7): 105-108,112.
引用本文: 许登元, 王鹏. 分布式实时游戏服务器集群架构设计[J]. 微电子学与计算机, 2014, 31(7): 105-108,112.
XU Deng-yuan, WANG Peng. The Design of Distributed and Real-time Game Server Cluster Architecture[J]. Microelectronics & Computer, 2014, 31(7): 105-108,112.
Citation: XU Deng-yuan, WANG Peng. The Design of Distributed and Real-time Game Server Cluster Architecture[J]. Microelectronics & Computer, 2014, 31(7): 105-108,112.

分布式实时游戏服务器集群架构设计

The Design of Distributed and Real-time Game Server Cluster Architecture

  • 摘要: 为保证网络游戏的通畅性,设计一种具有高性能的分布式游戏服务器架构.通过精简通信协议、数据包过滤机制从微观上减少单个数据包处理时间;利用集群技术构建服务器组从宏观上提高服务器处理能力.在此基础上构建出一个具有高性能、分布式、实时性较强的游戏服务器集群,并对该架构的处理时间性能进行了测试与分析.测试表明,在十万数量级并发请求情况下,分布式服务器集群比单个服务器处理时间性能提高1.8倍.

     

    Abstract: A kind of web servers'architecture with high performance was designed in this paper in order to ensure the fluidity of network game.The processing time of packets was reduced by simplified communication protocol and packet filter mechanism.Servers'processing ability can be improved by building server clusters.Then we design a distributed and real-time web servers'cluster with high performance.The time performance of the web servers'cluster was test and analyzed at last.Tests show that the distributed server clusters can improve time performance about 1.8times compared to a single server in one hundred thousand concurrent requests

     

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