CSCE 552 Fall 2012 Multiplayer By Jijun Tang. Multiplayer Modes: Event Timing Turn-Based  Easy to implement  Any connection type Real-Time  Difficult.

Slides:



Advertisements
Similar presentations
Part 1: Multiplayer Games Multiplayer Modes. Multiplayer Modes Event Timing Turn-Based Easy to implement Any connection type Real-Time Difficult to implement.
Advertisements

Laboratório de Teleprocessamento e Redes1 Unix Network Programming Prof. Nelson Fonseca
CCNA – Network Fundamentals
© 2007 Cisco Systems, Inc. All rights reserved.Cisco Public ITE PC v4.0 Chapter 1 1 OSI Transport Layer Network Fundamentals – Chapter 4.
Chapter 7: Transport Layer
Network Certification Preparation. Module - 1 Communication methods OSI reference model and layered communication TCP/IP model TCP and UDP IP addressing.
1 Chapter 3 TCP and IP. Chapter 3 TCP and IP 2 Introduction Transmission Control Protocol (TCP) Transmission Control Protocol (TCP) User Datagram Protocol.
CS3505 The Internet and Info Hiway transport layer protocols : TCP/UDP.
S305 – Network Infrastructure Chapter 5 Network and Transport Layers Part 2.
K. Salah 1 Chapter 31 Security in the Internet. K. Salah 2 Figure 31.5 Position of TLS Transport Layer Security (TLS) was designed to provide security.
Chapter 15 – Part 2 Networks The Internal Operating System The Architecture of Computer Hardware and Systems Software: An Information Technology Approach.
Chapter 5.6 Network and Multiplayer SUNDEEP MYNENI COMP 7970.
Understanding Networks. Objectives Compare client and network operating systems Learn about local area network technologies, including Ethernet, Token.
Introduction To Networking
Securing TCP/IP Chapter 6. Introduction to Transmission Control Protocol/Internet Protocol (TCP/IP) TCP/IP comprises a suite of four protocols The protocols.
Chapter 2 Internet Protocol DoD Model Four layers: – Process/Application layer – Host-to-Host layer – Internet layer – Network Access layer.
Bob Baker Communications Bob Baker September 1999.
1 Version 3.0 Module 9 TCP/IP Protocol and IP Addressing.
Review on Networking Technologies Linda Wu (CMPT )
Chapter 5.6 Network and Multiplayer. 2 Multiplayer Modes: Event Timing Turn-Based Easy to implement Any connection type Real-Time Difficult to implement.
Defining Network Protocols Application Protocols –Application Layer –Presentation Layer –Session Layer Transport Protocols –Transport Layer Network Protocols.
Process-to-Process Delivery:
CN2668 Routers and Switches Kemtis Kunanuraksapong MSIS with Distinction MCTS, MCDST, MCP, A+
OSI Model Routing Connection-oriented/Connectionless Network Services.
TCP/IP protocols Communication over Internet is mostly TCP/IP (Transmission Control Protocol over Internet Protocol) TCP/IP "stack" is software which allows.
Network Protocols. Why Protocols?  Rules and procedures to govern communication Some for transferring data Some for transferring data Some for route.
What is a Protocol A set of definitions and rules defining the method by which data is transferred between two or more entities or systems. The key elements.
Computer Networks.  The OSI model is a framework containing seven layers that defines the protocols and devices used at each stage of the process when.
Network Admin Course Plan Accede Institute Of Science & Technology.
1 Chapter Overview TCP/IP DoD model. 2 Network Layer Protocols Responsible for end-to-end communications on an internetwork Contrast with data-link layer.
Operating Systems Lesson 10. Networking Communications protocol is the set of standard rules for ◦ Data representation ◦ Signaling ◦ Authentication ◦
Chapter 5.6 Network and Multiplayer edited by Jeffery.
Transport Layer Layer #4 (OSI-RM). Transport Layer Main function of OSI Transport layer: Accept data from the Application layer and prepare it for addressing.
1 7-Oct-15 OSI transport layer CCNA Exploration Semester 1 Chapter 4.
Introduction to Networks CS587x Lecture 1 Department of Computer Science Iowa State University.
1 Version 3.0 Module 11 TCP Application and Transport.
TCOM 509 – Internet Protocols (TCP/IP) Lecture 04_a Transport Protocols - UDP Instructor: Dr. Li-Chuan Chen Date: 09/22/2003 Based in part upon slides.
CSCE 552 Spring 2009 Network/Multiplayer and Audio By Jijun Tang.
Polytechnic University1 The internetworking solution of the Internet Prof. Malathi Veeraraghavan Elec. & Comp. Engg. Dept/CATT Polytechnic University
Chapter 6-2 the TCP/IP Layers. The four layers of the TCP/IP model are listed in Table 6-2. The layers are The four layers of the TCP/IP model are listed.
TCP/IP Protocols Contains Five Layers
The Transport Layer application transport network data link physical application transport network data link physical application transport network data.
CCNA 1 v3.0 Module 11 TCP/IP Transport and Application Layers.
Chapter 15 – Part 2 Networks The Internal Operating System The Architecture of Computer Hardware and Systems Software: An Information Technology Approach.
Network Programming Eddie Aronovich mail:
TCP/IP Honolulu Community College Cisco Academy Training Center Semester 2 Version 2.1.
Computer Security Workshops Networking 101. Reasons To Know Networking In Regard to Computer Security To understand the flow of information on the Internet.
Marwan Al-Namari Week 5. Responsible for delivering packets between endpoints over multiple links Physical Link Network Transport Application.
CSE 6590 Department of Computer Science & Engineering York University 111/9/ :26 AM.
Institute of Technology Sligo - Dept of Computing Chapter 12 The Transport Layer.
1 OSI and TCP/IP Models. 2 TCP/IP Encapsulation (Packet) (Frame)
Individual Project 1 Sarah Pritchard. Fran, a customer of your company, would like to visit your company’s website from her home computer… How does your.
1 Bus topology network. 2 Data is sent to all computers, but only the destination computer accepts 02608c
Lecture 6 Networked Systems Network Operating Systems Introduction to Sockets HTTP – FTP – TCP - UDP Client-Server Model.
1. Layered Architecture of Communication Networks: TCP/IP Model
ISDS 4120 Project 1 DWAYNE CARRAL JR 3/27/15. There are seven layers which make up the OSI (Open Systems Interconnection Model) which is the model for.
Voice Over Internet Protocol (VoIP) Copyright © 2006 Heathkit Company, Inc. All Rights Reserved Presentation 5 – VoIP and the OSI Model.
The OSI Model. Understanding the OSI Model In early 1980s, manufacturers began to standardize networking so that networks from different manufacturers.
Cisco I Introduction to Networks Semester 1 Chapter 7 JEOPADY.
Communication Networks NETW 501 Tutorial 2
Client-server communication Prof. Wenwen Li School of Geographical Sciences and Urban Planning 5644 Coor Hall
2: Transport Layer 11 Transport Layer 1. 2: Transport Layer 12 Part 2: Transport Layer Chapter goals: r understand principles behind transport layer services:
CSCE 552 Spring 2012 AI (III) & Multiplayer By Jijun Tang.
Week 3: Protocols Protocols. Protocols Protocol Design Packet Length Conveyance Acknowledgement Methodology Error Checking / Correcting Compression Encryption.
IST 201 Chapter 11 Lecture 2. Ports Used by TCP & UDP Keep track of different types of transmissions crossing the network simultaneously. Combination.
Ad Hoc – Wireless connection between two devices Backbone – The hardware used in networking Bandwidth – The speed at which the network is capable of sending.
Chapter 5 Network and Transport Layers
What the OSI Protocol Layers Do
Chapter 5 Network and Transport Layers
Chapter 15 – Part 2 Networks The Internal Operating System
Presentation transcript:

CSCE 552 Fall 2012 Multiplayer By Jijun Tang

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

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

Split Screen

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

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

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

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

Example Packets IP Packet TCP Packet

Protocol Stack: Open System Interconnect

Another View

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  You cannot beat the physics 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

Protocol Stack: Data Link Layer Serializes data to/from physical layer Network Interface Card (NIC)  Ethernet  MAC Address

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

Protocol Stack: Network Layer: IP Address Unicast  Static  DHCP Multicast  Requires multicast capable router Broadcast  Local  Directed Loop Back  Send to self

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.

DNS

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

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 (united)  Keep Alive Streamed Data  User must serialize data

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

TCP/UDP Comparison

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

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()

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

Socket Programming

Socket Programming-2

Socket Programming -3

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

Endian Order

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

Example

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

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

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

Security: Encryption Goals Authentication Privacy Integrity

Security: Encryption Methods Keyed  Public Key  Private Key  Ciphers Message Digest Certificates IPSec (Internet Protocol Security)

IPSec

Security: Copy Protection Disk Copy Protection  Costly Mastering, delay copies to ensure first several months ’ sale  Invalid/Special Sector Read Code Sheets  Ask code from a line in a large manual Watermarking

Security: Execution Cryptography Code Obfuscation  Strip Symbols: int numOfPlayer;  int a1; Heap Hopper  Move sensitive data around in the heap to avoid snapshots Stack Overrun Execution  Check for buffer overflow Timer Hacking  Do not allow time to change backward DLL Shims

Privacy Critical data should be kept secret and strong encrypted:  Real name  Password  Address/phone/  Billing  Age (especially for minors) Using public key for transforming user name and password

Security: Firewalls Packet Filter  Allow a packet based on its headers Proxies  Check contents Circuit Gateways  Setup secure sessions

Security: Firewalls: Network Address Translation

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

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