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### Designing Service Architecture for Converged Networks in Massive Multiplayer Games ###

This document discusses the architecture of service frameworks designed to support converged networks for massive multiplayer games (MMGs). It covers key components such as distributed processing, server selection, user login, and session management. The layered architecture facilitates resource allocation and migration, ensuring optimal user experience even in high-demand scenarios. The text outlines how game servers interact collaboratively to maintain game state and handle user transitions. The information is relevant to developers and engineers working on scalable architectures for online gaming. ###

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### Designing Service Architecture for Converged Networks in Massive Multiplayer Games ###

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  1. Service Architecture Design for Converged Networks Blue Team Pete Broadwell, Weidong Cui, Yitao Duan, Ling Huang, Thinh Nguyen CS294-3 Spring 2002

  2. Application Service Distributed Processing Control Transport Massive Multiplayer Game Architecture GS GS GS GS GS GS GS GS GS GS GS GS GS GS GS GS

  3. GSP A Joe GSP B Pat Massive Multiplayer Game Architecture Virtual Room in the Mall in Fremont GS GS GS GS GS GS GS GS Which game do I want to play? (lookup service) GS GS GS GS GS GS GS GS Transfer Pat’s game state to GS 4 (Load blancing at DPC)

  4. server selection Application Application Application Application Application Application logon the game Service Service Service Service Service Service DPC DPC DPC DPC DPC DPC Transport Transport Transport Transport Transport Transport Chinese <-> English translation Layered Architecture Network Monitoring Game Server 1 Game Server 2 Joe TranslationService Pat

  5. Login Process • User sends login request to a server • Server performs • AAA – Service Layer • GS selection – SVC and DPC • Redirecting to selected GS • Selected GS • Resource allocation • User state setup • Session lookup/Join/Creation – Done by app with the help of SVC and DPC • Notifies other relevant GSs • Session – logical game maintained collaboratively by GSs

  6. Handling Migration/Roaming • Initiated by application • Application asks Service to lookup a new server satisfying certain criteria • Service may rely on info from DPC for the selection • Initiated by DPC • For load balancing, failure recovery • Has to preserve application state • Application register with Service a callback function • Service calls back when notified by DPC of certain event • Application has a chance to transfer user state to new server

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