浅谈网络游戏的数据传输处理和防火墙穿透(Data transmission processing and firewall penetration of network game).doc
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浅谈网络游戏的数据传输处理和防火墙穿透(Data transmission processing and firewall penetration of network game)
浅谈网络游戏的数据传输处理和防火墙穿透(Data transmission processing and firewall penetration of network game)
Data transmission processing and firewall penetration of network game
Reading: 23 time: 2009-8-27 5:38:16 finishing: China black League
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T.R.F [4C00H]
In general, the data exchange between client and server is divided into several priority, in most cases the following 3:
1. can not be lost, but does not require speed.
2. can not be lost, but speed requirements, it is not very strict.
3. can be lost, but requires speed
For 1, the most direct example is chat information, dynamic map information. These data are not time-critical, so you should use the TCP connection. In most cases, there are specialized voice/chat server and map server, and client has a TCP connection to each server. How many connections does a client have to decide as needed?. Also, 2-3 connections do not cost much. Of course, if you spend a lot of money, its a programming problem. In fact, you think when you open BT, there are 4,50 connections at the same time, you dont use other programs at a much slower pace.
For 2, the more prominent examples are combat information, action sequences. For example, when a person plays a game and uses a mouse to map a coordinate on the map, then the character advances to this coordinate. This information is forwarded from the server to other client, of course, the sooner the better, if the client did not receive, you have to resend, or client will not see this action. If you play WOW thieves, you will find that in the network card, often sneak attack, press the keyboard, wait a while before you see the attack action, that is the principle. Of course, the data here needs to be processed by server, each package of multiple client actions, and the order, and then sent. Complex server end logical processing is required. This should use UDP and retransmit all the UDP package numbers (to prevent 2 processing) using sim
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