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Serious Games - 7. Multiplayer (Technical View (Architectures (Client -…
Serious Games - 7. Multiplayer
Multiplayer Game Design
Design Issues
game worlds persistency
lobby matchmaking
game speed / game flow
network
ping, latency
architecture
hardware issues
splitscreen / single user
communication
genre
number of player
Cheating
Game level
Exploit / Bugs
duping
geometry based
inaccessable areas
glitches
movement based
wall running
Countermeasures
mostly game patches
statical analysis
Application level
hacks
maphacks / wallhacks
skin cheats
removals
ghosting
aimbots
countermeasures
build in solutions
punkbuster, valve anti cheat...
protocol level
suprresed update/lag
not sending status information on purpose
Counter: predict movement
drophack/disconnect
leaving the game in order to prevent a loss
counter: leaver buster, report system
spoofing
masquerade as a different player
counter: encrypt, signature
infrastructure level
information exposure
modify network, sniff traffic
counter: pubk buster on deamnd loading
proxy enhancers
insert modify passing commands
counter: checksum
mobile devices
sensor spoofing
mainly location sensor
counter: input verification
communication sniffer
information exposure
counter: signature, encryption
emulation
automatisierung
counter: signature, encryption, obfuscation
Technical View
Architectures
Client - Server
all clients directly connected to server
Advantages
privacy
traffic per peer is small
Disadvantages
costs for servers
bottleneck on server side
Client on top of server (Dedicated)
Advantages
no additional server necessary
Disadvantages
more work for the server
bottleneck on server side
one client acts as server
peer - to - peer
Advantages
no server necessary (costs)
packets are send driectly to destination
Disadvantages
does not scale well
bad cheat protection
design problems
calculation
client joining
client leaving
clients directly connected
P2P Client-Server -Hybrid
combindes features of P2P and Client-Server
important data is send tos erver and processed there
other data is directly send via P2P
Server Principles
Authoritative Server
Client send (input) data to server
server processes data and calculates new game state
server send game state to client
Advantages:
always synchronized state
cheating is more difficult
Disadvantages
possible lags while waiting fpr server calculations
client side prediction
non-authoritative server
clients process (input) data
client informs server
server synchronizes
Advantages
easier to implement
only meassage relaynig between clients
and actualisation of game state
no cleint side prediction necessary
Disadvantages
hacked clients can be used for cheating
timing problems
Network issues
Latency
Time packets needs from source to destination
Compensation:
Player prediction
opponent prediction
Time manipulation
Jitter
Cariation in latency from packet to the next
packet loss
Communication
in-game signs
ping
avatar gestures
chat
free chat
predefined commands
voice chat
external
integrated
collaborative learning
is a situation in which two or more people learn or attempt to learn something together