• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 2
  • Tagged with
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Performance of Network Redundancy in SCTP : Introducing effect of different factors on Multi-homing

Ali, Rashid January 2010 (has links)
The main purpose of designing the Stream Control Protocol (SCTP) was tooffer a robust transfer of traffic between the hosts over the networks. For this reasonSCTP multi-homing feature was designed, in which an SCTP sender can access destinationhost with multiple IP addresses in the same session. If the primary path between the sourceand the destination is down, the traffic may still be sent to the destination by utilizingredundant path. And SCTP multi-homing also supports for the concurrent multipathtransfer of traffic. This paper introduces the effect of different network factors likeconcurrent cross traffic, congestion control algorithms and SACK timers on multi -homingfeature of SCTP. Throughput and end-to-end packet delay were used as performancemetrics to introduce the effect of these factors. From the study it was introduced thatconcurrent cross traffic in the network behaves same on multi -homed interfaces and bothinterfaces were affected almost same. It was concluded that congestion control algorithmsalso affects on multi-homing, the RED congestion control algorithm reduced delay andimproved throughput of the SCTP multi-homing. In RFC4960 recommended SACK timeris 200ms, but when 100ms SACK timer was used with concurrent multipath transfer inSCTP (CMT-SCTP) multi-homing, the high throughput and low delay was achieved ascompared with 200ms and 300ms, which indicated that different SACK timers affects onmulti-homing feature of SCTP. All the simulation works have been conducted in NS2network simulator.
2

A Peer-to-Peer Networking Framework for Scalable Massively Multiplayer Online Game Development in Unity

Forsbacka, Jakob, Sollenius, Gustav January 2023 (has links)
This thesis investigates designing and implementing a peer-to-peer (P2P) networking frameworkfor Unity, a popular game engine, intending to offer a scalable and efficient solution forconstructing networked multiplayer games. The research covers an analysis of a P2P networkarchitecture, transport layer protocols, challenges in NAT traversal, and peer list management.A framework is proposed, incorporating NAT traversal, remote procedural calls (RPC), synchronization variables (SyncVar), interest management (IM), and a lobby system. The framework’sperformance is evaluated through integration, network, and game performance tests. Resultsdemonstrate the framework’s capacity to accommodate up to 50 players, with a theoreticalmaximum of 200 players, but further optimization techniques could increase this limit. IMsolutions are suggested to improve scalability, rendering the framework a more viable optionfor MMOGs. Additionally, this thesis seeks to contribute to comprehending P2P networkingframework design and implementation for Unity while emphasizing potential directions forfuture research and how they should be optimized / Denna uppsats undersöker design och implementering av ett peer-to-peer (P2P) nätverksramverk för Unity, en populär spelmotor, med målet att erbjuda en skalbar och effektiv lösning för att bygga nätverksbaserade flerspelarspel. Uppsatsen omfattar en analys av P2P-nätverksarkitektur, transportlagerprotokoll, utmaningar vid NAT-Travesering och hantering av peerlistor. Ett ramverk som inkluderar NAT-Travesering, fjärrproceduranrop (RPC), synkroniseringsvariabler (SyncVar), Interest Management (IM) och ett lobby-system föreslås. Ramverkets prestanda utvärderas genom integrationstester, nätverksprestandatester och spel-prestandatester. Resultaten visar att ramverket kan hantera upp till 50 spelare, med en teoretisk maximal kapacitet på 200 spelare, men ytterligare optimiserings tekniker kan öka denna gränsen. IM-lösningar föreslås för att förbättra skalbarheten, vilket gör ramverket till ett bättre alternativ för MMOG. Dessutom syftar denna uppsats till att bidra till förståelsen för design och implementering av P2P-nätverksramverk för Unity, samtidigt som den betonar potentiella riktningar för framtida forskning och hur dessa ska kunna optimeras.

Page generated in 0.1131 seconds