: Replica Management
: Colyseus Extensions to Mercury
: Soft-state Triggers
Rapidly moving objects (for example, players) in the game need to
publish updates at the game's frame rate for other nodes to discover
them quickly. Given the high frame rates of these games (
10
frames per second), this results in a significant amount of network
traffic. Instead, objects send out predictive publications -
these are events which indicate where the object may be expected to be
found in the next few frames - using a range of x,y & z
coordinates. These publications may result in some false matches, but
they allow the publisher to re-publish at a much lower rate. We show
that the resulting overhead due to false matches is much less than the
bandwidth savings achieved. Predictive publications are implemented as
publications containing constraints - thus, they look like
subscriptions, except carry publication semantics. A predictive
publication matches a subscription if their ranges overlap.
It turns out that sending predictive subscriptions is also
important, although for a different reason. Players in a game like
Quake II tend to move at a very fast rate and so their viewable area
changes rapidly. Hence, some amount of interest ``pre-fetching'' is
required to hide the latencies involved in object discovery. This is
achieved by sending subscriptions which are slightly larger than the
currently visible bounding box.
: Replica Management
: Colyseus Extensions to Mercury
: Soft-state Triggers
Ashwin Bharambe
平成17年3月2日