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Lecture 8
Hybrid Architecture
    for Games
     15 March 2010



                      1
single
               completely
centralized
              decentralized
  server




                              2
P2P with
Central Arbiter


                  3
A trusted central arbiter receives all game
traffic and resolves conflicts if necessary.




                                              4
Benefits of
P2P + Arbiter


                5
low latency among players




                            6
have trusted authority now




                             7
Drawbacks of
P2P + Arbiter


                8
limited scalability

arbiter becomes bottleneck




                             9
Mirrored Servers
  Architecture


                   10
Multiple servers, each replicates the complete game
states and serves clients from different geographical
regions. Each client connects to one server.




                                                        11
Servers may be connected with high speed,
provisioned networked, reducing synchronization
latency among the servers.




                                                  12
Updates from a client are sent to its server, which then
forwards it to other servers. The servers then forward
the updates to all relevant clients.




                                                           13
P2P-style state synchronization
among servers is easier, since

1. servers can be trusted
2. clocks can be synchronized
3. IP multicast may be used
4. higher availability
5. shorter delay

                                  14
Benefits of
Mirrored Servers


                   15
no single point of failures
A client can use another replicated server
        if their nearest server fails.




                                             16
increase total network capacity
  good if networking bandwidth is the
              bottleneck




                                        17
lower latency between
   client and server




                        18
Drawbacks of
Mirrored Servers


                   19
latency between players increases
      due to additional forwarding




                                     20
cannot scale to large world
each server still keeps the complete states




                                              21
Q: How to assign
players to servers?


                      22
Assigning players to closest servers may lead to
overloaded servers.




                                                   23
Assigning players to remote servers may increase
end-to-end latency.




                                                   24
But we only care about latency between players
that are relevant to each other.




                                                 25
Zoned Servers
 Architecture


                26
Divide the game world into independent regions.
     One server is in-charged of one region.




                                                  27
A client connects to the server serving its current
region, and is handed-off to another server when it
moves to another region.




                                                      28
Servers seldom communicate with each other.




                                              29
Updates from a client are sent to its server, which then
forwards it to all relevant clients in the same region.




                                                           30
31
Advantages of
Zoned Servers


                32
Can scale to large world
   Just add more servers




                           33
Drawbacks of
Zoned Servers


                34
Single point of failures
(But can deploy mirrors for each region)




                                           35
Constrained Game Designs




                           36
Supporting Seamless
   Game Worlds


                      37
Divide the game world into regions.
One server is in-charged of one region.




                                          38
Player may move around the world seamlessly




                                              39
A client may see events and objects
     from neighboring regions.




                                      40
Events occurring in one region may affect
       objects in another region.




                                            41
Advantage: Partitioning is transparent
to the players. No artificial constraints in
game design.




                                              42
Advantage: We can now resize the
regions to load-balance among the servers,
improving server utilization.




                                             43
A client connects to the server serving its current
region, and is handed-off to another server when it
moves to another region.




                                                      44
Server communicates with each other to transfer
states, update states etc.




                                                  45
Updates from a client are sent to its server, which then
forwards it to all relevant clients in the same region or
neighboring regions.




                                                            46
or



     47
A client connects to the servers serving its current
region and regions it subscribes to. Updates from
neighboring server are sent directly.




                                                       48
Q: How to partition
 the game world?


                      49
Ideally: each server
should handle the same
   number of players


                         50
Ideally: minimize
 communications
between servers


                    51
Ideally: minimize the
 number of hand offs



                        52
Generic Gaming
   Proxies


                 53
Proxy: trusted host
providing specialized
 services for games


                        54
Proxy: typically close
   to the players


                         55
Examples of Proxy Services:

      Time-stamping
     Message Ordering
   Interest Management


                              56
Example 1:
Time-stamping Services


                         57
Timestamp Cheat in
   P2P Games


                     58
Player generates fake, earlier timestamp to gain
advantage after knowing the opponent's move.


         (m1,t1)




                   (m2,t0)

                                                   59
But such cheat is impossible if a trusted proxy
timestamp the messages instead of the players.

 m1

                                          Proxy
          (m1,t1)



                         (m2,t2)
                                           Proxy


                    m2

                                                   60
The proxy can digitally signed the message to proof
   that he is the one that added the timestamp.

   m1

                                            Proxy
            (m1,t1,s)



                             (m2,t2,s)
                                             Proxy


                        m2

                                                      61
Timestamp Servers is
 generic and is game
    independent


                       62
Example 2:
Message Ordering


                   63
Client/Server
Architecture


                64
Game is divided into rounds based on updates
              from the server.




                                               65
Messages (action) from players are grouped into
rounds. Reaction time is the time between receiving
    message from server and sending an action.




                Reaction Time

                                                      66
We want to deliver messages
to the server in the following
order:



                                 67
1. for a player, messages are
delivered in the order they
are generated.



                                68
69
2. messages from the same
round from different players
are delivered in increasing
order of “reaction time”.



                               70
Messages are not delivered according to reaction time.




                                                         71
3. messages in a round is
delivered to the server
before messages from the
subsequence rounds.



                            72
The second green message from the top player
           violates this condition.




                                               73
Server



 Server Proxy


     Player Proxies


          Players




                      74
The server proxy tags each message (“updates”)
from the server with the round number.



                          Ui


                (Ui, i)        (Ui, i)




                                                 75
The player proxy remembers Ri, the time
message Ui is received, and forwards it to players.




                 (Ui, i)    (Ui, i)

                                      Ri




                                                      76
Action messages from the players are tagged by the
player proxies with (i) round number i (ii) reaction time tij
and (iii) order of action messages from that player.




                                  Aij, i, tij, k


                                             Aij


                                             Pj


                                                                77
Example of tags inserted by the proxy.




Proxy
              k=1   k=2         k=1         k=1
Proxy       t12           t22         t32
   P2




                                                  78
The server proxy now determines two things:
(i) in what order to deliver the messages, and
(ii) when to delivery the messages




              Aij’, i’, tij’, k’   Aij, i, tij, k




                                              Pj


                                                    79
Delivery order: sort the
queue according to round
number, then by reaction
time. Deliver messages in
the order inside the queue.

                              80
Delivery time: can
deliver the head of the
queue as long as no other
messages from the same
round is still in transit.

                             81
Receive Time = RTTj + tij + Si


Player                  tij
Proxy j

Server         Si               RTTj + tij + Si
Proxy

Player
Proxy



                                                  82
Message from k within the same
round i should be sent first if tik < tij



           RTTj + tij + Si




                                           83
If message from k is still in transit when
      message from j is received, then



RTTj + tij + Si < RTTk + tik + Si
                < RTTk + tij + Si



                                               84
If message from k is still in transit when
         message from j is received, then



  RTTj + tij + Si < RTTk + tik + Si
                  < RTTk + tij + Si
If message from j is delivered
   at this time, then message
  from k should have arrived

                                                  85
It is safe to set the delivery
    time of a message from j to be


    max {RTTk} + tij + Si
k in the set of hosts
  whose messages
  have not arrived




                                       86
Example: Consider a given round i. Si = 0
ti1 = 1 ti2 = 2 ti3 = 3
RTT1 = 10 RTT2 = 20 RTT3 = 10

At time 11, message from Player 1 is received.
Delivery time for message 1 = 21



                           1




                                                 87
Example: Consider a given round i. Si = 0
ti1 = 1 ti2 = 2 ti3 = 3
RTT1 = 10 RTT2 = 20 RTT3 = 10

At time 13, message from Player 3 is received.
Delivery time for message 3 = 23



                        3   1




                                                 88
Example: Consider a given round i. Si = 0
ti1 = 1 ti2 = 2 ti3 = 3
RTT1 = 10 RTT2 = 20 RTT3 = 10

At time 21, message from Player 1 is delivered


                            3




                                                 89
Example: Consider a given round i. Si = 0
ti1 = 1 ti2 = 2 ti3 = 3
RTT1 = 10 RTT2 = 20 RTT3 = 10

At time 22, message from Player 2 is received.
Delivery time for message 2 = 12. The message
is sent right away. At time 23, message from
Player 3 is delivered.

                          3   2

(We can actually delivery message 3 earlier as an
optimization)

                                                    90
When a message is inserted into the queue, the delivery
time of messages ahead in the queue may shorten, while
 the delivery time messages behind remains unchanged.




     max {RTTk} + tij + Si >k inmax {RTTk} + tij + Si
                                set of hosts
  k in set of hosts
                             whose messages
  whose messages
                             have not arrived
  have not arrived
                                   now




                                                          91
Consider the case where messages
   from previous round is still in transit,
     the delivery time should be set as


max {Ti-1, max {RTTk} + tij + Si}
           k = set of hosts
           whose messages
           have not arrived



 where Ti-1 is the time where maximum
  delivery time from previous round

                                              92
What if a message is late?

Then it is delivered
immediately to the server


                             93
Advantages: No need to
synchronize clock or
estimate one way delay.

Estimating RTT is easier.

                            94
Server



 Server Proxy


     Player Proxies


          Players




                      95
Examples of Proxy Services:

      Time-stamping
     Message Ordering
   Interest Management



                              96
Example 3:
Interest Management


                      97
Regions       1       2       3       4

                                               Servers




                                               Proxies


                                               Players

Regions    1   1   2       3       2   4   3




                                                         98
Regions       1       2       3       4

                                               Servers




                                               Proxies


                                               Players

Regions    1   1   2       3       2   4   3




                                                         99
Regions       1        2       3       4

                                                Servers




                                                Proxies


                                                Players

Regions    1   1   23       3       2   4   3




                                                          100
Advantages:

Reduced network cost at server

No connect/disconnect at clients
when player moves/region migrates



                                    101
P2P + arbiter
mirrored servers
  zoned servers
servers + proxies



                    102

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