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多人在线网络游戏服务器的设计与开发
引用本文:吴晶晶,戴智超.多人在线网络游戏服务器的设计与开发[J].计算机系统应用,2017,26(10):264-269.
作者姓名:吴晶晶  戴智超
作者单位:泉州师范学院 数学与计算机科学学院, 泉州 362000;福建省大数据管理新技术与知识工程重点实验室, 泉州 362000;智能计算与信息处理福建省高校重点实验室, 泉州 362000,泉州师范学院 数学与计算机科学学院, 泉州 362000;福建省大数据管理新技术与知识工程重点实验室, 泉州 362000;智能计算与信息处理福建省高校重点实验室, 泉州 362000
基金项目:福建省科技厅自然科学基金面上项目(2017J01776);福建省省属高校科研专项项目(JK2015037);泉州师范学院青年博士预研基金项目(2015QBKJ02);泉州师范学院博士科研启动项目(G17003)
摘    要:服务器的效率是网络游戏能否提供高质量的网络服务的重要因素之一.本文针对这一问题,提出了模板化回调策略改良现有的网络游戏的会话信息交互.文中基于VisualStudio与C++,重点剖析服务器架设过程中的关键技术和策略,设计开发了经典网络人物扮演游戏服务器,分别由“数据库”、“账号服务器”、“网络服务”和“副本”组成.实验结果表明,采用模板化回调技术,有效降低服务器信息交互的延迟.实践证明,本文所讨论的关键技术可应用于场景漫游、游戏开发等多个领域,具有一定的实际应用价值.

关 键 词:服务器效率  多人在线网络游戏  模板化回调设计  高质量的网络服务
收稿时间:2017/1/24 0:00:00

Development of Multiplaying Online Game Server
WU Jing-Jing and DAI Zhi-Chao.Development of Multiplaying Online Game Server[J].Computer Systems& Applications,2017,26(10):264-269.
Authors:WU Jing-Jing and DAI Zhi-Chao
Affiliation:College of Mathematics and Computer Science, Quanzhou Normal University, Quanzhou 362000, China;Fujian Provincial Key Laboratory of Data Intensive Computing, Quanzhou 362000, China;Key Laboratory of Intelligent Computing and Information Processing, Fujian Province University, Quanzhou 362000, China and College of Mathematics and Computer Science, Quanzhou Normal University, Quanzhou 362000, China;Fujian Provincial Key Laboratory of Data Intensive Computing, Quanzhou 362000, China;Key Laboratory of Intelligent Computing and Information Processing, Fujian Province University, Quanzhou 362000, China
Abstract:Nowadays, the run-time performance of server becomes a crucial factor for online games. To solve the problem, this paper proposes a new method, which uses the callback strategy based on templates, to improve the run-time performance of game-server. Based on Visual Studio and C++, the key technology and strategy during the erection of server are researched. In the article, the server is divided into 4 parts:database, account server, network and map. The experimental result shows that the delay in server session reduces obviously by using the callback strategy based on templates. Through this experiment, it is proved that the key technology proposed can be used in VR environments, game development and many other fields and has practical value.
Keywords:server efficiency  multiplaying-online-game  callback designing based on templates  high-quality network
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