Time Warp online game synchronization method based on message type improvement

A message type and message technology, applied in electrical components, transmission systems, time-division multiplexing systems, etc., can solve problems such as poor responsiveness of games, inconsistencies between online game screens and online game data, memory occupation, etc., to achieve real-time The effect of balancing sex and consistency, reducing the number of online game snapshots, and reducing the number of rollbacks

Pending Publication Date: 2021-03-19
扆亮海
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  • Application Information

AI Technical Summary

Problems solved by technology

[0009] First, the Time Warp algorithm will save a snapshot of the online game state every time a message is executed. However, if the frequency of the snapshot is too fast, it will increase the memory consumption. The general way to deal with this problem is to save the snapshot periodically. The frequency of snapshots is reduced and the memory consumption is also reduced, but the use of periodic snapshots will cause the rollback to not be rolled back to the correct position when sending the rollback, which will expand the scope of the rollback, and the expansion of the rollback range will lead to The cost may be greater than the cost of memory consumption;
[0010] Second, the Time Warp algorithm will save a snapshot of the current state every time a new message is executed, which takes up a lot of memory, so the memory must be recycled in time
In order to determine which memory can be released, GVT is introduced. GVT is the minimum timestamp of the following two clocks: one is the minimum timestamp in the message queue of the game player node; the other is the minimum timestamp of all messages being transmitted on the network. The memory occupied by all snapshots of GVT can be reclaimed, but the Time Warp algorithm will not check its correctness when executing messages. When late messages are detected, rollback is used to maintain the consistency of online games. However, rollback may Lead to recursive rollback and a large amount of memory usage, thereby reducing the real-time performance of online games and system performance;
[0011] Third, the Time Warp algorithm in the prior art is mainly used in a distributed virtual environment. Time Warp directly executes the received message without checking the correctness of the message. When a late message is received, it adopts a rollback method to Guarantee the synchronization of game player node status. The Time Warp synchronization algorithm does not participate in the synchronization of other game players in the same online game world. It only relies on the local clock for self-processing. The responsiveness of the game is not good, and online game screens and online game data may appear If there is an inconsistency, there is obvious screen shaking during the game, and the player's game experience is not good;

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  • Time Warp online game synchronization method based on message type improvement
  • Time Warp online game synchronization method based on message type improvement
  • Time Warp online game synchronization method based on message type improvement

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Embodiment Construction

[0046] The technical scheme of the improved Time Warp online game synchronization method based on the message type provided by the present invention will be further described below in conjunction with the accompanying drawings, so that those skilled in the art can better understand the present invention and implement it.

[0047] The present invention improves the Time Warp algorithm based on the message type. Since the loss or delayed arrival of important messages will inevitably lead to inconsistencies in the state of online games, ensuring that important messages can reach game player nodes on time and safely is very important for the synchronization of online game states. The inherent delay of the network and packet loss, so the present invention proposes a message processing strategy based on real-time network status. After the algorithm is improved, when the network status is poor, using the Time Warp algorithm based on dynamic periodic update can effectively reduce the la...

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Abstract

The invention provides a Time Warp online game synchronization method based on message type improvement. Detailed analysis is carried out on reasons for the online game synchronization problem, detailed analysis is carried out on a Time Warp positive synchronization algorithm, the algorithm can ensure the responsiveness of the online game, but high memory occupancy rate caused by state snapshots and frequent state rollback cause low performance of the algorithm. Aiming at the defects of frequent state rollback, large resource occupation and the like of a Time Warp algorithm, the Time Warp algorithm is improved on the basis of two aspects of message types and network environment conditions, messages in an online game are divided into important messages and non-important messages according to importance degrees, and different processing strategies are provided for a Time Warp synchronization algorithm according to the two message types. Through experiments, it is further verified that the performance of the improved Time Warp synchronization algorithm is effectively improved, and the real-time performance and consistency of online games are balanced.

Description

technical field [0001] The invention relates to a Time Warp online game synchronization method, in particular to an improved Time Warp online game synchronization method based on message types, and belongs to the technical field of online game synchronization methods. Background technique [0002] In recent decades, Internet technology has continued to improve. While bringing many conveniences to people's lives, it also allows people to experience the subversive changes brought by the Internet to daily leisure and entertainment. Online games provide players with a realistic online game world and the ultimate online game experience, and have become an important leisure activity for many people after work and study. In recent years, the scale of online games has become larger, the complexity of online games has become higher and higher, game players have higher and higher requirements for online game performance, and the amount of data that needs to be interacted between game ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): H04L29/06H04J3/06
CPCH04J3/0635H04L67/131
Inventor 扆亮海李蕊男
Owner 扆亮海
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