Department of Mathematics and Computer Science, University of Münster, 48149 Münster, Germany
Multiplayer online
games with support for high user numbers must
provide mechanisms to support an increasing
amount of players by using additional resources.
This paper provides a comprehensive analysis of
the practically proven multiserver distribution
mechanisms, zoning, instancing, and replication,
and the tasks for the game developer implied by
them. We propose a novel, high-level development
approach which integrates the three distribution
mechanisms seamlessly in today's online
games. As a possible base for this high-level
approach, we describe the real-time framework
(RTF) middleware system which liberates the
developer from low-level tasks and allows him to
stay at high level of design abstraction. We
explain how RTF supports the implementation of
single-server online games and how RTF allows to
incorporate the three multiserver distribution
mechanisms during the development process.
Finally, we describe briefly how RTF provides
manageability and maintenance functionality for
online games in a grid context with dynamic
resource allocation scenarios.
1. Introduction
The development of large-scale, massively multiplayer online games (MMOGs)
is significantly more complex as compared to the development of casual online
games for small
user numbers. Since a single server is not capable of serving
the high user numbers and the related game processing of contemporary MMOGs, a
multiserver design becomes mandatory. This leads to a number of new,
complicated design issues, including efficient multiserver communication,
object migration between servers, distributed client connection handling,
synchronization of data across servers, load balancing, latency issues, and
others. A proper addressing of these aspects within the game development
process requires high in-house expertise and employs low-level programming and
network tools, which makes it time-consuming, risky, and often expensive.
This paper first analyses the basic structure of
today's online games and develops a taxonomy of the currently employed
development approaches. Based on this analysis, we then describe a novel,
high-level development approach that aims at simplifying the development
process and improving its productivity while maintaining a high level of
flexibility for the developer. Our approach suits a wide spectrum of online
games: from traditional single-server games to multiserver MMOGs, with the
possibility to enhance a single-server design to a multiserver, multiplayer
game. We describe in the detail Real-Time Framework (RTF)—a middleware
system that supports the proposed high-level approach to game development. RTF,
whose first architecture approach and offered development methodology has been
introduced in [1, 2], provides integrated solutions for a variety of
development and run-time problems. These solutions include the basic
communication for a variety of development and run-time problems, ranging from
the basic communication functionality to single-server online games to
sophisticated solutions for the distribution management of MMOGs. This includes
in particular the object-oriented design and efficient transmission of game
data structures, interfaces and services that allow the developer to
efficiently process an MMOG on multiple servers, integrated monitoring and
controlling functionality for games, and management possibilities for the
multiserver distribution of MMOGs.
Although there has been previous work targeting most
of these problems individually [3, 4], there is a high demand of integrated solutions
available as high-level libraries and middleware systems for broad classes of
online games. Our RTF-based approach addresses a large variety of online game
types, ranging from fast-paced and small action games to large-scale MMOGs.
Moreover, our development approach employs modern Grid computing technologies
[5] to facilitate the
dynamic usage of system resources, accordingly to changing user demands. This paper
presents a comprehensive overview of RTF, motivating and describing its
high-level development approach. We present in detail the different parallel
processing models offered by RTF for scaling MMOGs, and describe use cases for
RTF and how it can be used in a grid environment for on-demand provision of
resources. Furthermore, we introduce several new application demonstrators
built on top of RTF and report the results of first performance and scalability
tests.
The contributions and the structure of the paper are
as follows. We describe the basic design of online games that are based on a real-time
loop in Section 2 and provide a comprehensive analysis of the current game
development approaches, with respect to their complexity and flexibility in
Section 3. We outline our high-level game development approach, describe the
concepts of the supporting RTF middleware, and give an overview over RTF as a
development tool in Sections 4 and 5. We show how RTF is employed for
multiserver game processing and give an extensive overview of practically
proven multiserver distribution mechanisms and the tasks implied for their
management in Section 6. We demonstrate how RTF allows to realize a seamless
virtual environment and the seamless transfer of game parts between resources
in Section 7 and explain how RTF could be used in a grid context with dynamic
resource management in Section 8. The paper is concluded by a detailed report
on several prototype applications including experimental scalability tests in
Section 9 and by summarizing our contributions in the context of related work
in Section 10.
2. Basic Design of Online Games
The majority of today's online games typically simulate a spatial virtual world which is
conceptually separated into a static part and a dynamic part. The static part
covers, for example, environmental properties like the landscape, buildings,
and other nonchangeable objects. Since the static part is preknown, no
information exchange about it is required between servers and players. The
dynamic part covers objects like avatars, nonplaying characters (NPCs)
controlled by the computer, items that can be collected by players or,
generally, objects that can change their state. These objects are called
entities and the sum of all entities is the dynamic part of the game world. Both
parts, together, build the game state which represents the game world at a
certain point of time.
For the creation of a continuously progressing game,
the game state is repeatedly updated in real time in an endless loop, called real-time
loop. Figure 1 shows one iteration of the server real-time
loops for multiplayer games based on the client-server architecture. The figure
shows one server, but in a multiserver scenario this may be a group of server
processes distributed among several machines. A loop iteration consists of
three major steps. At first the clients process the users input and transmit
them to the server (step 1 in the figure). The server then calculates a new
game state by applying the received user actions and the game logic, including
the artificial intelligence (AI) of NPCs and the environmental
simulation, to the current game state (step 2). As the result of this
calculation, the states of several dynamic entities have changed. The final
step 3 transfers the new game state back to the clients.
Figure 1: One iteration of the server real-time loop.
When realizing the real-time loop in a particular
game, the developer has to deal with several tasks. In steps 1 and 3, the
developer has to transfer the data structures realizing user actions and
entities over the network. If the server is distributed among multiple
machines, then step 2 also implies the distribution of the game state and
computations for its update. This brings up the task of selecting and
implementing appropriate distribution concepts.
3. Game Development Approaches
The central part of a game software system consists of the game state and the
continuous processing of the game state. In this paper, we focus on the
development of the game state and its processing, rather than on the game user
interface, that is, the representation of the virtual environment the player
interacts with.
In order to compare different development approaches
of the overall distributed architecture of online games, we identify the
following three major aspects of online game software systems:(i)game logic: entities, events (data structures), and processing rules describing the virtual environment;(ii)game engine: real-time loop which continuously processes (user) events, according to the rules of the game
logic, to compute a new game state;(iii)game distribution: logical partitioning
of the game world among multiple servers, computation distribution management
according to actual game state, and communication.
The third aspect, game distribution, can be further
split up into two levels of distribution: (a) distribution of the user
interface and game state processing between client and server, and (b)
distribution of game state processing in the multiserver architecture.
These three aspects are treated differently, depending
on the requirements and properties of a particular game genre. For example,
fast-paced action games rely on efficient communication and engine
implementation while using only relatively simple game logic and content. The
complexity of the game distribution aspect usually increases with the number
and density of the participating users within a game and is thus particularly
challenging for MMOGs.
Our classification in Figure 2 distinguishes common
approaches (a)–(d) to game development, according to how they treat these
three aspects. In each approach, the aspects shown in white are managed by the
human developer, whereas the shaded areas are provided automatically by the
development system.
Figure 2: Main approaches to game development. White: self-developed; Gray: using existing components.
(a) Custom Development
The most direct approach used for game development is to design and implement the entire
software system individually. The development team designs and implements all
three major aspects of the game software system: game logic, game engine, and
game distribution. This allows the developers to have full control over their
code and optimized implementation with focus on the individual performance
needs of the game. While the custom development of an entire game is very
complex, hence cost-intensive and error-prone, it is sometimes the only way to
achieve the particular objectives of the game design because of its
flexibility.
(b) Game Communication Middleware
This approach uses special communication libraries and middleware systems (like Quazal Net-Z
[6]) for game
development. As shown in Figure 2(b), the game developer employs the
middleware to realize the communication between clients and servers in a
distributed game while implementing the game engine and logic on his own. Using
this approach, the developer has enough flexibility to design and implement the
aspects of game logic and game engine while the middleware deals with the game
distribution. However, available libraries usually focus on a particular
architecture setup, decreasing flexibility of the engine development.
Furthermore, this approach has been used only rarely for the development of
multiserver-based MMOGs since a pure communication library is not sufficient
for these games. A middleware for MMOGs also has to deal with the difficult
task of distributing the game processing among multiple servers, for which only
a few middleware systems are available (e.g., Emergent Server Engine [7] or BigWorld [8]).
(c) Using Existing Engine
With this approach, shown in Figure 2(c), an existing game engine, that is, the
processing component of a game, is reused to develop a completely new game.
This reduces the complexity of development. Some game studios design their game
engines primarily for the purpose of reselling and licensing the engine
afterwards. Examples of popular and often used engines are the Quake 3 engine or the Unreal engine. However, a particular engine is quite
inflexible because it is usually closely tied to a specific game genre.
(d) Game Modding
Figure 2(d) outlines the approach of game modding (community jargon for
modifying an existing game) via a dedicated interface for programming the game
logic. This was first done by hobby developers who modified the actual game
content. Nowadays, the creation of mods is based on high-level tools created
and also used by the game development studios themselves. Such tools allow the
creation of game content by designers with minimal programming effort. The
primary aspect of modding is the creation of new game content within the
constraints of an existing game logic; hence it is rather inflexible.
Nevertheless, modding allows to develop innovative game concepts, and sometimes
a mod becomes even more popular than the original game as, for example, the mod counter-strike based on Valve's game Half-Life.
(e) RTF Multiserver Middleware
Our real-time framework, as illustrated in Figure 2(e), allows a novel game development
approach which provides more processing support than using only a communication
middleware, but does not constitute a complete game engine, allowing higher
flexibility. Thus, RTF can be classified in between the approaches
(b) and (c). The characteristics and usage of RTF,
justifying this classification, are discussed in the next sections.
Figure 3 illustrates our taxonomy of the five
discussed development approaches with respect to their flexibility and
complexity. The most simplicity in terms of distributed software infrastructure
is offered by existing game engines (c) or modding toolkits (d).
However, these approaches have the remarkable drawback of being quite
inflexible. Obviously, the fully custom development (a) offers
most flexibility while being rather complex. The use of special middleware
(b) is a promising alternative for particular tasks: its use reduces
the complexity of game development. Pure communication support is not enough
for MMOGs: for such large distributed systems, the multiserver management is
quite extensive and increases the development complexity. As indicated in the
taxonomy, RTF is designed to provide the developer with the highest possible
flexibility in game design while freeing him from complex low-level
implementation tasks in the game development process.
Figure 3: Taxonomy of game development approaches.
4. RTF Overview
The real-time
framework provides a high-level communication and computation middleware for
single-server and multiserver online games. RTF supports both the server-side
and client-side processings of an online game with a dedicated set of services
which allows developers to implement their optimized engine at a high,
entity-based level of abstraction in a flexible manner. Figure 4 shows a
generic multiserver example of a game developed on top of RTF.
Figure 4: RTF multiserver middleware.
The RTF middleware deals with entity and event
handling in the real-time client loop and the continuous game state processing
in the real-time server loop, and the distribution of the game state processing
across multiple real-time server loops. The developer implements the
game-specific real-time loop on client and server, as well as the game logic,
using the RTF middleware to exchange information between the processes.
RTF is based on a modular approach and provides
additional components for other aspects of distributed games besides the game
processing aspect. Figure 5 shows the components that exist beside the communication
and computation parallelization (CCP) module which handles the game
processing part. The shown components include a module for the persistent
storage of game-related information, which is especially relevant for MMORPGs.
The persistency module allows storing and retrieving entities specified
by the application developer in and from a relational database. An audio
streaming module supports Voice over IP (VoIP) audio communication over RTP
(real-time protocol) and provides an interface for setting up channels,
switching users between them and to unmute users. Other important
aspects of
MMOGs, which typically have long-running game sessions, are monitoring and
controlling possibilities. The controlling and monitoring module is the
middleware-endpoint for application developers to receive commands for steering
the application at runtime and to report internals about the application
status. The developer can define profiles which reflect game-specific
controlling and monitoring characteristics on top of this module. There also
exist predefined profiles for typical monitoring metrics and controlling tasks
in games, and RTF supports some of these predefined modules, for example,
reports RTF-internal values like communication characteristics (bandwidth
consumption, latency, packet rate) and distribution characteristics (number of
clients, number of entities, number of exchanged events), such that the
application developer is not required to report such information explicitly.
Figure 5: Modular approach of RTF.
A modular approach allows RTF to be extensible without
a major impact on the existing parts of the RTF middleware. Furthermore, the
developer only gets in touch with the modules he wants to use. The remainder
focuses on the most important CCP module and explains how the game processing
is realized with this module.
5. General Development Tasks
The development of the game state processing in online games consists of several
tasks, as shown in Figure 6. Regardless of developing a multiserver MMOG or a
single-server, small-scale action game, the developer has to care about three general
tasks, AoI management, game state processing, and data-structure design,
when building the game on top of RTF. If the game uses multiple servers, then
multiserver parallelization and distribution also have to be taken care of by
developers. Underneath these tasks for the developer, RTF provides a variety of
low-level functionality like optimized event and entity serialization and
communication, management of the game state and its possibly distributed
processing. Overall, this separation of tasks among the developer and RTF
reflects the overall approach of RTF sketched in Figure 2(e). Providing
high-level game-engine-related functionality on top of an optimized
communication middleware. The following subsections focus on the developer
tasks and present the overall development methodology provided by RTF.
Figure 6: Development tasks for a multiserver game: distribution between RTF and developer.
5.1. Task (1)—Data Structure Design
The dynamic state of an online game is usually described as a set of entities
representing avatars, NPCs, or items in the virtual world. Beside entities, events are the other important structure in an online game engine for representing
user inputs and game world actions. Hierarchical data structures for events and
entities in complex game worlds have to be serializable in an optimized manner
for efficient network communication. When using only a communication
middleware, developers have to build data structures and serialization
mechanisms from scratch, while using an existing engine requires the use of
predefined entities and events, which reduces flexibility.
RTF provides an optimized high-level entity and event
concept enabling automatic serialization while still providing full design
flexibility. When using RTF, entities and events are implemented as
object-oriented C++ classes. The developer defines the semantics of the data
structures according to the game logic. The only semantics of entities that is
predetermined by RTF is the information about their position in the game world.
Entities, therefore, are derived from a particular base class of RTF
that defines the representation of a position for entities. This is necessary
since the distribution of the game state processing across multiple servers is
based upon the location of an entity in the game world. Besides the requirement
of inheriting from , the design of the data structures is completely
customizable to the particular game logic, as illustrated by the example of a
racing car entity shown in Algorithm 1.
Algorithm 1: An entity written in the manner of RTF.
In order to enable platform independence, RTF defines
primitive data types to be used (e.g., ). Also, easy-to-use complex
data types for vectors and collections are provided to the developer. Overall,
more complex entity and event data structures can be easily defined using these
primitives.
5.1.1. Automatic Serialization and Network Transmission
In online games, entities and events are continuously transmitted over a network.
Therefore, these hierarchical data structures have to be serialized in an
optimized manner. However, there is no standard serialization mechanism in C++,
such that the developer has to define and implement a network-transmittable
representation for each entity and event of a game when using a traditional
communication middleware. As an alternative, most engines provide high-level
scripting capabilities with automatic serialization, but they decrease
flexibility and possibly also performance due to the abstraction overhead from
native C/C++.
RTF provides automatic and native serialization of the
entities and events defined in C++, implements marshalling and unmarshalling of
data types, and optimizes the bandwidth consumption of the messages. RTF solves
this problem for the developer by providing a generic communication protocol
implementation for all data structures following a special class hierarchy. All
network-transmittable classes inherit from the base class of
RTF. The interface can be (a) implemented by the developer, or
(b) automatically implemented using the generic serialization mechanism
provided by RTF. This automatic implementation is generated using convenient
pre-processor macros provided by RTF. For all entities and events implemented
in this manner, RTF automatically generates network-transmittable
representations and uses them at runtime.
The generic serialization mechanism of RTF supports
the following hierarchies:(i)primitive data types (e.g., or
: : );(ii)serializable objects;(iii)pointer to Serializable objects;(iv)containers of Serializable pointers (e.g.,
std : : vector),(v)inheritances hierarchies of Serializables.
Serializable classes to be implemented with the
generic serialization mechanism can have primitive data types as attributes.
Serializable classes can be used for further derivation, for example, to form
hierarchies of entities. Furthermore, classes derived from as
well as pointers to Serializables can be used as attributes, see or
in Algorithm 1. The support for serializing a pointer to Serializable
objects allows to realize aggregation and associations in general. Support
for using objects directly allows to map composition,
that is, aggregation by value. It is also possible to use STL containers of
* to express one-to-many associations. The number and depth of
associations in the object graph is not limited by the generic serialization
mechanism. However, a problem occurs when the object graph contains cycles.
Such cycles are not automatically detected by the serialization mechanism, such
that the developer must explicitly resolve them by denoting such associations
as an entity pointer. An entity pointer is only serialized by the
generic serialization mechanism as the ID of the referenced Serializable. For
the developer of the entity hierarchy, it is not difficult to identify such
associations. An object referenced as entity pointer needs to be treated like
an entity: it must be manually subscribed to the AoI of a client, as described
in Section 5.3.
The object graph shown in Figure 7 depicts
associations for the example entity of Algorithm 1 and illustrates the object
association treated by RTF's generic serialization mechanism. An entity of type
may have a , which will be serialized along with the
object. When serializing the object, the generic serialization
mechanism automatically deals also with the attributes of the
base class. The graph contains a cycle as the example has a bidirectional
association of and —a car belongs to a certain
whereas a is likely to have a list of cars. The itself needs to
be available on the client independently from the player car. Therefore, it is
easy for the developer to identify this fact and treat these associations as
entity pointers, thus resolving the cycle.
Figure 7: Example of an object graph supported by the generic
serialization mechanism of RTF.
For scenarios that forbid inheritance from the
base class, the generic serialization mechanism provides the
possibility to wrap entities within a generated, serializable version of
themselves. This is, for example, necessary for the integration of RTF into an
existing game engine with a specific inheritance structure. Although this
wrapping imposes a slight code overhead to the default mechanism, it is still easy
to use by developers and only has a minimal performance overhead.
Overall, this approach allows to use native C++ data
structures for entities and events, while avoiding to implement the cumbersome,
network-specific serialization by hand. Additionally, our approach is open to
be combined with custom, engine-specific scripting capabilities, for example,
LUA-bindings [9] for
high-level behavior scripting can easily be added into the C++-based core data
structures.
5.2. Task (2): Game State Processing
The central notion of our approach to the game development using RTF is the real-time
loop, in which game states are updated. Most contemporary multiplayer games
are based on such a loop, whose individual updates are called ticks. RTF
allows the game developer, on the one hand, to implement his own real-time loop
in the well-understood manner and, on the other hand, delivers him a
substantial support for implementing and running this loop on both the server- and client sides. RTF provides various manager classes accessible directly from
his real-time loop as illustrated in Figure 8; these classes automatically manage
several low-level aspects of an online game.
Figure 8: Server side game state processing integration with RTF.
Figure 8 illustrates how the
individual steps of the real-time loop are implemented by the game developer on
the server side using RTF.
(1) First, the developer notifies RTF about the
begin of a new tick by a call to : : . Within this call,
various low-level tasks are handled by RTF for the developer: incoming user
actions are enqueued in the EventManager, new incoming client connections are
dispatched and, if the game state is shared across multiple servers, then also
game state updates from remote servers are applied automatically.
(2) The developer now processes the user actions
received by the clients: the actions are retrieved from the EventManager, and
the game state is updated as the reaction to the user actions according to the
game rules. The ObjectManager keeps track of the game state, such that game
entities are continuously added to or removed from the ObjectManager.
(3) In the third step, the entities are updated
according to the game rules. In certain games, this may fall together with the next
step.
(4) Artificial intelligence(AI), game logic and
other update computations are performed. Some of these steps, like AI, might
not happen in every tick.
(5) Finally, the developer notifies RTF about the
end of the tick by a call : : . RTF executes most of its
low-level runtime communication and distribution tasks within this call,
including updates of the game state at remote clients. In the multiserver case,
updates are also transferred to remote servers and modifications of the
distributed game processing are handled; for example, connections to new
servers are created and new servers are integrated into the game.
The real-time loop on the client
side, illustrated in Figure 9, looks similar to the one on the server side, but
works with a specific client side version. The developer has to perform the
following steps in his client real-time loop.
Figure 9: Client side game state processing integration with RTF.
(1) Similar to the server, a call to
: : is required at the begin of a tick. Incoming events sent
by the server are enqueued and incoming game state updates are applied.
(2) The developer implements processing of the
newly arrived server events, for example, incoming chat messages or
notifications about in-game events.
(3) Typically, the server is not able to update
the game state frequently enough to allow rendering of a fluent game progress.
Therefore, game engines often use various interpolation and prediction
techniques to compensate the low update rate of the server [10].
(4) The rendering step updates the visual screen
of the player to show the updated game state. Also sound output and player
input can be processed in this step.
(5) The developer notifies RTF about the end of
the tick by a call : : .
This is the basic structure of the client real-time
loop, although particular game designs may exclude some tasks from the
real-time loop. Our approach works well with such games too, because loop-external
tasks are synchronized with the game state which is still managed within the
real-time loop.
This schema of integrating a communication and
distribution middleware into the continuous processing of the game state is an
important finding of our studies on providing a distribution middleware for
online games: it frees the developer from low-level network programming which
is required when using a conventional communication middleware. At the same
time, our solution still provides full design flexibility for the real-time
loop as opposed to approaches that use an existing game engine with a
predefined processing loop.
5.3. Task (3): AoI Management
An area of interest (AoI) concept assigns each avatar in the game world a specific
area where dynamic game information is relevant and thus has to be transmitted
to the avatar client. AoI optimizes network bandwidth by omitting irrelevant
information in the communication. If done in a fine-granular manner, it avoids
wallhack-like cheating [11, 12] at the client side which makes walls semitransparent
and reveals hidden opponents outside of the AoI. Unfortunately, determining the
relevant set of entities for a particular client can be quite compute intense,
such that the AoI management, for which different algorithms are compared in
[13], has to be
implemented in an efficient and optimized manner.
RTF supports the custom implementation of arbitrary
AoI concepts by offering a generic publish/subscribe interface for interentity
visibility. The engine determines continuously which entity is relevant for a
client avatar and notifies RTF of each change of an “interested”
relation through a and call.
RTF automatically takes care that the entity is available and always updated at
the client or is removed from the client, respectively. RTF also takes care that entities are removed from the AoI of all participating clients if an entity disappears at a certain server as a result of this entity's movement from one zone into another and thus may be leave the
AoI of clients implicitly.
5.3.1. Transferring Entity States
Every time the
game engine has finished the processing of a new game state, the RTF
automatically synchronizes the state of entities between the distributed
processes depending on the indicated AoI relations. When an entity is
replicated to another process (e.g., all the entities within the AoI of
a particular avatar to its client), the state of the remote copy has to be
updated. Since the computations are usually performed in repeatedly executed
cycles (ticks), the best way to perform state updates is after a
computation cycle has finished, thus preventing propagation of intermediate
states and read-write conflicts between the middleware and game engine.
The use of RTF simplifies this task of transferring
entity states for the developer. He only has to inform the middleware that a
computation cycle of the game engine has ended by invoking : : (step 5 in Figure 8). The necessary flow of information
to update the game state on all participating processes is determined by the RTF
upon the specified distribution. At runtime, the middleware automatically
creates messages for changed objects and transmits them. This is done using the network transmittable representations that were generated for the data structures by the RTF preprocessor macros during the development cycle. The RTF part of the
receiving process of such an update message automatically determines the object
related to the messages and writes the updated data directly to the right
object. Since the data is directly written to the objects used inside the game
engine, this writing step is again triggered by the developer, for example,
directly before a computation cycle, by invoking : (step 1
in Figure 8), to prevent read-write conflicts.
6. Multiserver Tasks
The general
development tasks described in Section 5 are fundamental for any
client-server-based game. However, in the case of massively multiplayer games,
a multiserver approach is required for achieving high scalability. This section
describes parallelization approaches supported by RTF and discusses how
developers can easily use them for building MMO worlds.
6.1. Parallelization Concepts Supported by RTF
RTF currently supports three parallelization concepts and their free combination for scaling
virtual world environments: zoning, instancing,
and replication.
Zoning [14–16] partitions the virtual
world into disjoint parts, called zones, and assigns each zone to one server.
Figure 10 shows a virtual world with four zones on four servers and the
clients and entities that move and interact within these zones. Although
clients can move between zones, no interaction between clients in different
zones is possible. Zoning is commonly used in contemporary MMORPGs like EVE
Online [17] and World
of Warcraft [18]
and allows large player numbers in such games. The zoning approach fits best
for games where the players are reasonably distributed in a very large virtual
world.
Figure 10: A zoned world distributed on four servers.
The zoning concept requires that clients are always
connected to their responsible server, that is, the one processing the client's
zone. RTF performs run-time checks for all clients if this condition is met and
transfers clients automatically to their responsible server. Such a transfer is
completely transparent on the client-side RTF and only causes a notification on
affected servers.
Instancing creates multiple copies of special parts of the game
world. Figure 11 shows how
a small area (the grey rectangle) is processed in separate copies by two
different servers.
Figure 11: A virtual world with one instanced area processed independently by two servers.
Instancing in online games can come in two flavors:
complete zones can have several independent copies, which can be accessed by
any player, and players that enter an instanced zone have to choose one
particular copy. This type is usually not very appreciated by players, because
it destroys the illusion of playing in a single world. The second flavor is to
have instances for smaller areas in the game world and an instance is created
simply by players, or groups of players, entering such an area. Such an area
could be a very exciting dungeon and if a player enters it, he gets his own
copy for the time he is in the dungeon. The copy is destroyed when the player
leaves the dungeon. This second flavor is heavily used by MMORPGs.
Both flavors of instancing are supported within RTF. A
client that enters an instanced area—depending on the instance flavor—either
triggers an automatic instance creation within RTF or an existing
instance must be specified as the transfer target. Subsequently, the client is
automatically transferred by RTF to the server that is responsible for the new
or the specified instance.
Replication [4, 19] is an alternative
parallelization approach recently discussed in academia. Figure 12
shows three servers which cooperatively process the same virtual world zone.
Each of the servers replicates his data in a symmetric manner and each server
is responsible for some part of the overall data.
Figure 12: A zone that is cooperatively processed by three servers.
RTF supports the replication concept as it allows to
add entities to a zone that is managed by multiple servers. A server which
creates a new entity in a zone is automatically the responsible server for the
entity which is called active entity. RTF automatically starts to
replicate an active entity on all the remaining servers of the zone and these
replicas are called shadow entities on the remaining servers.
All three orthogonal parallelization concepts aim at
different scalability dimensions: zoning allows large user numbers in large
MMORPG worlds, instancing runs a large number of game world areas independently
in parallel, and replication targets high user density for action- and
player-versus-player-oriented games. If the players are regularly distributed
across the game world, then zoning is the best choice as it scales linearly
with the number of zones. But if players tend to crowd at certain places and
thus increase the player density at these places, instancing or replication is
necessary. Instancing again scales linearly with the number of instances but
introduces multiple copies and their conceptual drawbacks. If the creation of
multiple copies of certain areas does not fit into the game concept, then only
replication allows to scale the player density while providing a single,
seamless world. The game concept usually determines the best possible
combination of these concepts. For example, zoning could be used for a huge
game world, while certain dungeons in this world are instanced for groups of
players and cities are replicated to allow an increased player density.
A novel feature of RTF is the possibility to
arbitrarily combine the three orthogonal distribution approaches depending on
the requirements of a particular game design. Figure 13 illustrates a possible
combination of these approaches in a single game as provided by RTF. This is an
improvement as compared to MMORPGs which already combine zoning and instancing,
but replication is currently not available for a combination with either of
them.
Figure 13: Combination of zoning, instancing, and replication for a single-game world in RTF.
The integration of all three concepts enables RTF to
provide new manageability functionalities for games on RTF without a need for
introducing a specific application support for these functionalities. Section 7
explains how the combination of zoning and replication enables RTF to transfer
clients from one zone into another zone without a noticeable interruption on
the client side. This combination also natively enables interactions across
zone boarders, which must otherwise be implemented separately. The combination
of instances and replication allows the reassignment of zones and instances
during run time to new machines and the reaction on load increases in certain zones
or instances. Adding an additional server to a zone or instance raises the
supported number of clients for this zone or instance.
The overall goal of integrating these approaches into
RTF, as discussed in detail in [20], is to provide general and dynamic scalability for
all game genres within a single framework, which can be operated on demand in a
grid computing environment. The following discussion sketches the envisaged
methodology for developers for using these multiserver parallelization
concepts.
6.2. Task (4): Parallelization and Distribution
If the multiserver capabilities of RTF are used, then, in addition to the general
tasks 1–3 (data structure design, state processing, and AoI management), the
developer has to segment the game world into zones, instances, and replication
areas and to define the connections between them in form of portals. Using this
information, RTF automatically assigns servers to each of the segments and
connects each client to the particular segment the associated avatar resides
in. If the user moves his avatar through a portal area, RTF will recognize this
and automatically issue a connection transfer, making the server of the new
segment responsible for processing the avatar. Each of the participating
servers runs the normal server real-time loop discussed in the previous section
for its associated segment—RTF internally handles connection migration and
distributed entity management.
6.2.1. Specify Segmentation
RTF offers a dedicated interface for specifying how the overall game world is segmented into
a combination of zones, instances, and/or replication areas. A world-loader
creates the specification with this interface once during application startup
and the specification is then static for the overall application session. We
provide a default loader which uses game world definitions in XML files, but
developers may implement their own loader and file formats.
Figure 14(a)
illustrates a two-dimensional game world
example with three zones and portals of various types. The
definition of a zone, as illustrated in Figure 14(b), consists of
an ID, the occupied space, and a flag if it is allowed to
replicate the zone across multiple servers. For the portals, an
entrance area and a connected destination area are given. During
runtime, all zones are assigned to the set of available servers.
Figure 14(b) shows different portal types supported by RTF for
expressing various transfer relations (uni- bidirectional, space
to space, space to point) and how they connect different areas of
the game world.
Figure 14: Segmentation specification example.
6.2.2. Implement Segment-Related Game Logic
With the introduction of zones, replications and instances—the segmentation of the
game world—also the game-world-related update processing should be
segmented. For example, a server should place new NPCs only in the zone he is
responsible for and he should only create in-game events that are related to
this zone.
For the realization of necessary interzone and
interserver events, RTF provides three mechanisms: a server can send events and
messages to a certain zone; a server can send events to the owner of a certain
shadow entity; and a server can create global objects. If an event is sent to a
certain zone, RTF automatically determines and transmits the event to the
responsible servers (could be multiple servers for a replicated or instanced
zone). If an event is sent to the owner of a shadow entity, RTF determines the
server that holds the corresponding active entity and transmits the event to
this server. Finally, global objects are serializable objects that are
replicated automatically to all participating servers of the game. A global
object can contain, for example, the information of the current weather for the
complete game world or a global scoreboard. RTF currently does not provide a
distributed synchronization mechanism for the collaborative modification of
global objects and currently the global object owner serializes the distributed
write access. Efficient synchronization mechanisms which are appropriate for
real-time online games are being investigated and will be incorporated into
upcoming RTF versions.
6.2.3. React upon Distribution Changes
As clients and entities can move between zones and instances, the game-state distribution may
change during runtime. Therefore, the developer is informed about clients and
entities that have entered or left a zone. If a client or entity moves into a
certain zone, the responsible server is notified about this event and must
process the updates and events related to this client or entity.
Overall, game developers only have to implement
mechanisms at a high level of abstraction in the RTF multiserver
task. In particular, they can start developing any multiserver game engine as a
single-server engine at begin and then easily switch over to a scalable
multiserver engine. For this switch, developers, in most cases, only have to
segment the game world into zones, instances, and replication areas, possibly
implementing segment-related game logic mechanisms on top of the already
existing specified entity and event data structures.
7. Seamless Game World and Zone Migration
Using zoning as a distribution concept is subject to two restrictions: (a) entities and
clients must be transferred between the participating servers if they are moved
between the zones, and (b) no interactions are allowed across zone borders.
Traditionally, the game developer implements the transfer functionality by
explicitly establishing a connection to the new server and communicating the
entity view from this server to the client. To allow interactions, for example,
attacking a remote entity across the zone border, special synchronization and
interserver communication are required, increasing therefore the overall
complexity of the game architecture and reducing its scalability.
In this section, we describe how RTF provides a
transparent solution for these problems and, furthermore, allows to move zones
between servers. RTF allows a seamless interzone migration and interaction by
creating an overlapping area between two or more adjacent zones. Since RTF
allows to freely combine zoning with replication, this overlap is replicated
across the servers.
Figure 15 illustrates how two zones are overlapped in
the 2D case, thus creating a seamless game world. The bottom part of the figure
demonstrates how the movement of an entity between these zones is handled.(1)The entity moves within zone A into the
overlap and is replicated as a shadow entity on the server of zone B (step 1
in the figure).(2)After the entity covers half the distance of
the overlap, RTF automatically changes its status in A from active to shadow
and vice versa in B (step 2).(3)As soon as the entity leaves the overlap, RTF
removes it from zone A (step 3).
Figure 15: Overlapping zones for a seamless migration of an entity
between two zones.
If the entity is a client's avatar, then the
communication connection of the client to the server of zone A must be
transferred during step 2 to the server of zone B. RTF manages this
seamlessly if the developer makes the overlap bigger than the area of interest
of the client: in this case, both servers responsible for A and B have the same
view of the game world within the replicated area, such that no initial
communication between the new server and the client is necessary. Furthermore,
interactions across the two zones are now possible because they take place
within the replicated overlap area and the client is placed in both overlapping
zones at the same time. In summary, this leads to a completely seamless game
world for the clients.
RTF also supports a migration of a zone to another
server during runtime, by using a replication mechanism similar to the one
shown in Figure 15. Since the migration is performed over an extended period of
time, no interrupts are necessary, such that the players observe a smooth game
flow. In addition, this allows to dynamically assign servers depending on the
current system load and maintenance work, which is particularly interesting for
the utilization of grid resources.
8. RTF in Grid Context
RTF integrates solutions which enable games on top RTF to be easily deployable and executable
in a grid system. Its interface realizes an abstraction of the participating
resources, for example, events are sent by a developer to zones instead of
particular hosts. This abstraction allows RTF to add hosts and relocate zones
to different hosts transparently to the game developer. Furthermore, RTF
provides an integrated in-application monitoring and controlling module,
allowing to manage an application on top of RTF by external management consoles
which connect to this module.
The work on RTF is part of the edutain@grid project funded by the EC IST, where it provides the fundamental real-time
computation and communication middleware for interactive applications and
online games operated in a grid computing infrastructure. It is developed with
a strong emphasis on studying and optimizing mechanisms in the area of
distributed real-time computation and communication, continuous processing
parallelization and development methodology of distributed virtual environments
and online games. Games implemented on RTF and operated in a grid environment
can be easily and automatically adapted to changing user demands. Possible
scenarios currently taken into account in edutain@grid include the following.
(1) Daytime-dependent user load: At prime
time at night, each zone can be operated by a dedicated server for maximum
performance, while a single server can be responsible for several zones during
daytimes with low demand. This frees resources for different tasks or allows to
efficiently share a pool of resources among several games or sessions at a data
centre.
(2) User hot spots: Users of games with
large worlds like MMORPG tend to cluster in particular zones for socializing,
trading, or fighting with each other at large scale. This dynamic behavior
leaves some zones nearly empty, while the hot spot zones may be congested. The
replication approach allows to dedicate additional server resources to such a
heavily frequented zone, thus scaling the maximum player density in that area
for maintaining a fluent game experience. This replication can be dynamic: if
users move over to an adjacent zone, the grid environment can automatically
remove replication servers form the old zone and assign them to the new heavily
utilized zone.
(3) Server role change: Especially in
MMORPGs, a lot of large raids for player versus environment (PvE) gameplay
often form at night and enter dungeon instances for fighting large boss mobs
for several hours. This behavior implies a large demand for instance servers
during that time, while at other times of the day instances might be barely
frequented. The edutain@grid system is designed to switch the roles of
RTF-based game servers: in this example, unutilized replication servers could
be switched to become instance servers during main raiding time, and be
switched back to replication servers if only few instances are requested.
Although RTF is developed with the goal in mind to
support these scenarios and to ease the development of grid-enabled interactive
online applications in cooperation with grid management services, its major
focus is to be a development tool on its own. RTF is used in the first place by
developers to realize their online games on a high level of abstraction while
RTF cares about the efficient serialization, communication, and distribution
management of the game state and processing. The manageability features that
RTF can provide beneath this high-level abstraction are particularly
interesting for the dynamic usage of cluster- or grid resources for the game
service provisioning.
9. Implementation Case Studies
Several case studies are currently developed on top of the RTF prototype. The RTFDemo application is a fast-paced evaluation and demonstration game that takes place
in a zoned 3D world. The game state is updated 25 times per second and the
zones are overlapped and allow a seamless migration across zone boarders. Each
client has control over a single avatar and can move it around and let it
interact with the game world. Figure 16(a) shows a screenshot
of one client in the game, looking at avatars of other clients. We used a heterogeneous setup of PCs with 2.66 GHz, CoreDuo 2 CPUs, and 4GB RAM in a LAN
setup for preliminary performance and scalability tests. The average CPU
utilization was measured as a metric for the test and multiple
computer-controlled clients continuously sent inputs to their server. Clients
could move freely between zones, but were initially distributed equally between
the servers. Figure 16(b) shows the number of players that
could participate fluently in the game for one, two, four, and eight zones. The
current RTF version already achieves more than 160 clients on a single server
with a high update rate of 25 Hz. RTF also meets the expectation that the zoning
approach should scale nearly linearly if the clients are equally distributed.
Figure 16: RTFDemo: the fast-paced evaluation game and the
results of the experiment.
For an evaluation of the overall development process
and methodology based on RTF, we are developing an MMOG named Offshore,
which takes place in an aquatic metropolis. Figure 17(a)
illustrates the corresponding game world segmented into nine zones, while Figure
17(b) shows a screenshot of the current client prototype giving an
overview of the game world from an elevated position.
Figure 17: Offshore—a basic MMOG.
A custom game engine, relying on RTF, was built for
this MMOG by 12 developers in six-month, part-time student project and
incorporates Ogre3D as a rendering and input engine, OgreAL for sound, and
TinyXML for map loading. The integration of all components into a custom game
engine went very well and all basic elements of a faster-paced MMORPG are
present. RTF first supported the general development tasks for single-server
operation, after which the game engine has been successfully switched over to
multiserver processing by segmenting the game world. The prototype has about
58 K lines of code (LoC) whereas RTF itself has 35 K LoC and we estimate
that the usage of RTF has saved about 25 K LoC in the prototype. This project
mainly served as a test how understandable the development methodology of RTF
is to nonexpert developers and the feedback was very positive and helped to
improve the developer manual.
For an evaluation of the responsiveness of RTF, its
flexibility and suitability for fully fledged fast-paced games, the publicly
available Quake 3 game engine is currently ported onto RTF. Quake 3,
illustrated by the screenshot in Figure 18(a), is a very popular
first-person shooter which is highly optimized for performance and low network
traffic. RTF replaces the network module of the engine and the current beta
state already allows to run Quake 3 on top RTF. Technically, Quake 3 is
originally written in plain C and it was necessary to make Quake 3 C++
compliant, as RTF is designed and implemented in C++. Along the RTF
integration, Quake 3 is also modified to support the replication distribution
concept. Although Quake 3 is extended for replication, the substitution of the
original network module with RTF reduced the code amount from about 328 K LoC to
313 K LoC. A detailed report on this work of porting Quake 3 onto RTF is
currently in preparation for publication.
Figure 18: Existing games that are ported onto RTF.
Beside the case studies that we are developing,
external partners incorporate RTF into their applications. Darkworks [21], a French game-development
studio, is working on the integration of RTF into an upcoming professional game
engine. The University of Linz incorporates RTF into their Net'O'Drom [22, 23] racing game. The game now
uses a zoned world with seamless migration between the zones. Figure
18(b) shows a screenshot of the Net'O'Drom game from an elevated
position.
Overall, these case studies and external developers
provide a lot of valuable feedback. The successful and easy integration of RTF
into all these projects supports the position that the RTF development process
and methodology are suitable for a large class of online multiplayer games and
especially complex multiserver online games.
10. Conclusion and Related Work
In this paper,
we have studied and analyzed contemporary development methods for massively
multiplayer online games and demonstrated to what extent the low-level custom
development can be substituted by a high-level approach using game middleware
for single-server and for scalable multiserver engines. Our particular new
contributions are as follows.
(1) We provide a comprehensive taxonomy of
contemporary game development approaches with respect to their flexibility and
level of abstraction. Based on this taxonomy, we describe a new development
approach that aims both at single-server and multiserver settings and still
provides a very high degree of flexibility. Game developers are liberated from
the low-level communication and distribution management tasks while being able
to realize the remaining game development tasks without inappropriate
restrictions.
(2) We describe in detail our RTF middleware
system which is used to support the human developer in the development process.
RTF's comprehensive distribution capabilities enable a smooth transition from a
single-server to a multiserver game design. Since RTF focuses on the processing
part of games, it puts no constraints on the remaining development tasks as,
for example, graphics or game logic implementation.
(3) We sketch how RTF automatically enables the
dynamic usage of grid resources for changing user demands and describe common
scenarios where the dynamic exploitation of grid resources could be
interesting.
Zoning [3] and replication [4, 19] were already investigated successfully as independent
distribution concepts for scalable multiplayer online games. Our high-level
development approach integrates both concepts, including instancing, in a
seamless way and we described and tested RTF as a development tool for this
high-level approach.
Also various high-level game development approaches
have been proposed, for example, [24, 25] investigate the abstraction of the overall game
engine, making it possible to exchange an underlying game engine without
modifying the game. This development approach represents an even higher level
of abstraction, compared to ours, but requires the implementations for various
network-related issues, graphics-rendering, input-processing, and so on. In our
approach, RTF supports an easy realization of these issues in the context of
online games. Project Darkstar [26] proposes a separation of all game-related processing
into task objects that are freely distributable across multiple servers. An
underlying run-time and global object store distributes the tasks and manages
the distributed object access. However, a global object store and random
distributed access might be difficult to manage efficiently in a very
responsive and highly interactive game. Also [27, 28] present development
approaches for multiplayer games. However, [27] discussed their novel high-level approach so far only
for peer-to-peer-based or single-server-based online games and [28] focuses on monolithic,
compile-time management of the complexity of an MMOG-architecture, while we
provide a more incremental development approach with strong focus on runtime
functionality of our RTF middleware.
In comparison to existing approaches in the field of
basic communication middleware like Net-Z [6], HawkNL [29], or RakNet [30], RTF provides a much higher
level of abstraction: this includes automatic entity serialization and hides
nearly all of the technical network communication aspects. On the other hand,
RTF is significantly more flexible than reusable game engines like the Quake or Unreal engines, because it is not bound to a specific graphics engine
and leaves the real-time loop implementation to the developer, who is now
supported by the high-level mechanisms of RTF for entity and event handling.
The multiserver capability of RTF allows to easily incorporate three different
parallelization and distribution approaches and is open to be extended in
future game designs. This flexible support of different parallelization
concepts allows RTF to be usable for a broader range of MMOG concepts than
existing multiserver middleware like the Emergent Server Engine [7] or BigWorld [8] which focus mostly on the
concept of zoning.
Our proposed high-level development approach is
efficiently supported by the current RTF implementation, which both provides a
high level of abstraction and preserves design flexibility for single- and
multiserver game engines. We conducted several case studies which showed that
RTF is indeed easy to use and it successfully shields the developer from the
low-level tasks of online game implementation.
Summarizing, RTF offers the following integrated
functionalities.
(1) Game data structures are specified as plain
C++ entities. The serialization for the transfer over a network is done
automatically by RTF, and the underlying communication implementation is
optimized with delta updates to reduce the amount of data sent over the
network.
(2) The game logic and entities are implemented in
a usual object-oriented way and are open to be integrated with state-of-the-art
scripting capabilities, like LUA [9], for example.
(3) The proven multiserver distribution concepts
zoning, instancing, and replication, as well as their combinations, are
supported by RTF. The corresponding segmentation and distribution of the game
world are described on an abstract level.
(4) Distribution management and parallelization of
the game state processing is fully handled by RTF. Segments can be reallocated
to new servers during runtime and interserver client migrations are realized in
a seamless way.
(5) Support for advanced monitoring and controlling
capabilities simplifies the dynamic management of online games in a grid
environment with resource management.
Besides the in-depth evaluation of RTF's performance
characteristics, we are investigating the applicability of our approach to
broader, nongame classes of applications that still exhibit a basic real-time
loop structure, for example, e-learning and spatial physics simulation.
Furthermore, we plan to integrate additional features into RTF in the future.
In particular, additional grid-related monitoring and manageability functions
are highly promising to be integrated for further enhancing RTF as a
comprehensive middleware for online games.
Acknowledgments
The authors like to thank the anonymous reviewers, whose comments helped them a lot to improve
this paper. The work described in this paper is supported in part by the
European Union through the IST 034601 project “edutain@grid.”