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Table Of Contents

1.2.1 Introduction
1.2.2 Architecture
1.2.3 Master Server
1.2.4 Area of Interest Filtering
1.2.5 Network Protocols
1.2.6 Client to Server Messages
1.2.7 Server to Client Messages
2.1 Introduction
2.2 Architecture Goals
2.3 Assumptions
2.4 Client-Server vs Peer-to-Peer Architecture
2.5 Mirrored-Server Architecture
2.6 Experiments and Results
2.7 Conclusions
3.1 Introduction
3.2 Definitions
3.3.1 Consistency Protocol Goals
3.3.2 Distributing Game State Computa- tions
3.3.3 Command-Based Consistency Proto- col
3.3.4 Event-Based Consistency Protocol
3.4.1 Conservative Algorithms
3.4.2 Optimistic Algorithms
3.5.1 An Example of TSS
3.5.2 Analysis of TSS
3.5.3 Choosing Synchronization Delays
3.5.4 Implementation
3.6 Experimental Results
3.7 Future Work
4.1 Introduction
4.2 Requirements and Simplifica- tions
4.3.1 Unicast
4.3.2 IP-Multicast
4.4.1 Design Overview
4.4.2 Bootstrapping
4.4.3 Loss Detection
4.4.4 Recovering from Loss
4.4.5 Canceling Recovery
4.4.6 Server Management
4.5.1 Master Server
4.5.2 qm-find
4.6 Evaluation
4.7 Future Work
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Multiplayer Game System

Multiplayer Game System

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Published by hockhon

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Published by: hockhon on Apr 11, 2012
Copyright:Attribution Non-commercial

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