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Network Synchronization Mechanism Design Based on MMORPG

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AsiaSim 2012 (AsiaSim 2012)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 324))

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Abstract

Based on the reason of network synchronization and the existing synchronization mechanisms, this article adopts the idea of message partition, IOCP and the thread pool technology, improves Time Warp algorithm and Dead Reckoning Algorithm, designs a integrated solution of synchronization between server and client to mitigate the synchronization problems in MMORPG. In the experiment, we compare and analysis the effect of traditional synchronous solutions and the effect of our solution, it is shown that this system can better solve the synchronization problem in MMORPG.

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© 2012 Springer-Verlag Berlin Heidelberg

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Li, J., Wu, H., Li, X., Chen, S. (2012). Network Synchronization Mechanism Design Based on MMORPG. In: Xiao, T., Zhang, L., Fei, M. (eds) AsiaSim 2012. AsiaSim 2012. Communications in Computer and Information Science, vol 324. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34390-2_1

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  • DOI: https://doi.org/10.1007/978-3-642-34390-2_1

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-34389-6

  • Online ISBN: 978-3-642-34390-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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