Networked Graphics Building Networked Virtual Environments and Networked Games Chapter 13: Application Support Issues.

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Presentation transcript:

Networked Graphics Building Networked Virtual Environments and Networked Games Chapter 13: Application Support Issues

SECURITY AND CHEATING

Server X Client B Client A Client C Client C may be interfering with traffic Client A may be running Compromised code Client B may be colluding with Client A Server X may have exploitable bugs

Client A Server X Server Y IP

Client A Server X Server Y VPN Gateway IPSec IP

BINARY PROTOCOLS AND COMPRESSION

STREAMING

Bits Version, config, flags Payload Type Sequence Number 32-63Timestamp 64-95Synchronisation Source (SSRC) Identifier 96+Contributing Source (CSRC) Identifiers (Optional) 96+Header Extensions (Optional) 96+Payload Header 128+Payload Data

ClientServer Position X Send A High, B Low Send B High, C Low Position Y Position Z Send D Low, E Low ClientServer Fetch Index Send Index Send B High, C Low Fetch A High, B Low Send A High, B Low Fetch B High, C Low

REVISITING THE PROTOCOL DECISION

PERSISTENT AND TIERED SERVICES

Private Network Master Server Gateway B New Proces s Physics B Gamepla y B Database Asset Server Gateway B Physics B Gamepla y B Public Network

CLUSTERS

Application Scene Graph Graphics Drivers Modifies scene graph Render traversal Application Scene Graph Graphics Drivers Copy scene graph Synchronize applications Copy render commands

THIN CLIENTS