Chapter 5.6 Network and Multiplayer. 2 Multiplayer Modes: Event Timing Turn-Based Easy to implement Any connection type Real-Time Difficult to implement.

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Presentation transcript:

Chapter 5.6 Network and Multiplayer

2 Multiplayer Modes: Event Timing Turn-Based Easy to implement Any connection type Real-Time Difficult to implement Latency sensitive

3 Multiplayer Modes: Shared I/O Input Devices Shared keyboard layout Multiple device mapping Display Full Screen Funneling Screen Swap Split Screen

4 Multiplayer Modes: Connectivity Non Real-Time Floppy disk net Database Direct Link Serial, USB, IrD, … (no hops) Circuit Switched (phones) Dedicated line with consistent latency Packet Switched Internet Shared pipe

5 Protocols: Protocol Design Packet Length Conveyance Acknowledgement Methodology Error Checking / Correcting Compression Encryption Packet Control

6 Protocols: Packets Packets Header = Protocol Manifest Payload Gottchas Pointers Large/Variable Size Arrays ADTs Integer Alignment Endian Order Processor dependant Intrinsic Types (int and long) Unicode vs. ASCII Strings

7 Protocols: Request for Comments RFC web site Protocol Specifications Definitive Resource Public Criticism Future Protocols

8 Protocol Stack: Open System Interconnect

9 Protocol Stack: Physical Layer Bandwidth Width of data pipe Measured in bps = bits per second Latency Travel time from point A to B Measured in Milliseconds The Medium Fiber, FireWire, IrD, CDMA & other cell Serial USB 1&2 ISDNDSLCable LAN 10/100/1G BaseT Wireless a/b/g Power Line T1 Speed (bps) 20K 12M 480M 128k 1.5M down 896K up 3M down 256K up 10M 100M 1G b=11M a,g=54M 14M1.5M Table: Max Bandwidth Specifications

10 Protocol Stack: Data Link Layer Serializes data to/from physical layer Network Interface Card Ethernet MAC Address

11 Protocol Stack: Network Layer Packet Routing Hops Routers, Hubs, Switches Internet Protocol (IP) Contains Source & Destination IP Address IPv4 Widespread Infrastructure IPv6 Larger IP address

12 Protocol Stack: Network Layer: IP Address Unicast Static DHCP Multicast Requires multicast capable router Broadcast Local Directed Loop Back Send to self AddrAny 0 = address before receiving an address

13 Protocol Stack: Network Layer: DNS Domain Name Service Converts text name to IP address Must contact one or more DNS servers to resolve Local cache resolution possible Game Tips Store local game cache to use when DNS out of order. DNS resolution often slow, use cache for same day resolution.

14 Protocol Stack: Transport Layer Manage data deliver between endpoints Error recovery Data flow TCP and UDP used with IP Contains Source and Destination Port Port + IP = Net Address Port Range = 0-64k Well known Ports 0-1k

15 Protocol Stack: Transport Layer: TCP Guaranteed Correct In Order Delivery Acknowledgement system Ack, Nack, Resend Checksum Out of Band Connection Required Packet Window Packet Coalescence Keep Alive Streamed Data User must serialize data

16 Protocol Stack: Transport Layer: UDP Non Guaranteed Delivery No Acknowledgement system May arrive out of order Checksum Not Connected Source not verified Hop Count Limit = TTL (time to live) Required for Broadcasting Datagram Sent in packets exactly as user sends them

17 Protocol Stack: Session Layer Manages Connections between Apps Connect Terminate Data Exchange Socket API live at this layer Cross platform Cross language

18 Protocol Stack: Session Layer: Sockets Based on File I/O File Descriptors Open/Close Read/Write Winsock Provides standard specification implementation plus more Extension to spec prefixed with “WSA” Requires call to WSAStartup() before use Cleanup with WSAShutdown()

19 Protocol Stack: Session Layer: Socket Design Modes Blocking Non-Blocking Standard Models Standard Select Extended Models Windows WSAEventSelect I/O Completion Ports Unix Poll Kernel Queues

20 Protocol Stack: Presentation Layer Prepares App Data for Transmission Compression Pascal Strings String Tables Float to Fixed Matrix to Quaternion Encryption Endean Order When used cross platform or cross language Serialize Pointers Variable Length Arrays

21 Protocol Stack: Presentation Layer: Buffering Packet Coalescence Induced Latency Dead Data Large Packets

22 Protocol Stack: Application Layer Handles Game Logic Update Models Input Reflection State Reflection Synchronization Dead Reckoning AI Assist Arbitration

23 Real-Time Communications: Connection Models Broadcast Good for player discovery on LANs Peer to Peer Good for 2 player games Client / Server Good for 2+ player games Dedicated lobby server great for player discovery

24 Real-Time Communications: Peer to Peer vs. Client/Server BroadcastPeer/PeerClient/Server Connections0 Client = 1 Server = N N = Number of players BroadcastPeer/PeerClient/Server Send1N-1 Client = 1 Server = N ReceiveN-1 Client = 1 Server = N

25 Real-Time Communications: Asynchronous Environments Thread Priority Suspension Pooling Critical Section & Mutex Signal & Event Data Sharing volatile keyword Interlocked Inc/Dec

26 Security: Encryption Goals Authentication Privacy Integrity

27 Security: Encryption Methods Keyed Public Key Private Key Ciphers Message Digest Certificates IPSec

28 Security: Copy Protection Disk Copy Protection Costly Mastering Invalid/Special Sector Read Code Sheets Watermarking

29 Security: Execution Cryptography Code Obfuscation Strip Symbols Heap Hopper Stack Overrun Execution NoOp Hacking Timer Hacking DLL Shims

30 Security: Firewalls Packet Filter Proxies Circuit Gateways

31 Security: Firewalls: Network Address Translation

32 Security: Firewalls: NAT Traversal Port Forwarding Port Triggering DMZ Determining WAN IP

33 Summary: Topic Coverage Multiplayer Modes Protocols Protocol Stack Real-Time Communications Security

34 Summary: Further Study Socket Programming Serial Communication Server Design Network Gear & Infrastructure VOIP Tools of the Trade Unit & Public Beta Testing Middleware Databases Web Development Asynchronous Programming