Spelling suggestions: "subject:"checksum"" "subject:"checks""
1 |
LAPSync : a Location-Aware Protocol for Remote File SynchronizationIgugu Onajite, Johnson January 2012 (has links)
Commercial provisioning of file synchronization services (FSS) relies entirely on protocols that utilize a remote central server that is often located in the cloud to host important files. Updates at user computers are propagated to the central server and from the central server to other sources in need of such updates. Therefore, a synchronization operation between two computers located on the same network often results in file data transmission to and from this local network at least twice. This introduces an unnecessary bandwidth usage on a user’s local network and has become an issue, especially since there is an increase in the demands for internet resources. This thesis work presents a new file synchronization protocol towards FSS known as LAPSync (location-aware protocol for remote file synchronization). This paper also proposes a hierarchical synchronization mechanism by utilizing LAPSync. Our proposed solution relies on the ability of LAPSync clients to acquire knowledge about the location of clients participating in the synchronization operation to construct a hierarchical synchronization path. Finally, we implement our protocol into a prototype and conduct experiments to compare with drop-box (a popular file synchronization service). The results obtained show that LAPSync offers a reduction in bandwidth usage when the files to be synchronized exist on the same local network
|
2 |
Detecting Synchronisation Problems in Networked Lockstep Games / Upptäcka synkroniseringsproblem i nätverksuppkopplade lockstep-spelLiljekvist, Hampus January 2016 (has links)
The complexity associated with development of networked video games creates a need for tools for verifying a consistent player experience. Some networked games achieve consistency through the lockstep protocol, which requires identical execution of sent commands for players to stay synchronised. In this project a method for testing networked multiplayer lockstep games for synchronisation problems related to nondeterministic behaviour is formulated and evaluated. An integrated fuzzing AI is constructed which tries to cause desynchronisation in the tested game and generate data for analysis using log files. Scripts are used for performing semi-automated test runs and parsing the data. The results show that the test system has potential for finding synchronisation problems if the fuzzing AI is used in conjunction with the regular AI in the tested game, but not for finding the origins of said problems. / Komplexiteten förenad med utveckling av nätverksuppkopplade dataspel skapar ett behov av verktyg för att verifiera en konsistent spelarupplevelse. Vissa nätverksspel hålls konsistenta med hjälp av lockstep-protokollet, vilket kräver identisk exekvering av skickade kommandon för att spelarna ska hållas synkroniserade. I detta projekt formuleras och evalueras en metod för att testa om nätverksuppkopplade flerspelarspel lider av synkroniseringsproblem relaterade till ickedeterministiskt beteende. En integrerad fuzzing-AI konstrueras som försöka orsaka desynkronisering i det testade spelet och generera data för analys med hjälp av loggfiler. Skript används för att utföra halvautomatiserade testkörningar och tolka data. Resultaten visar att testsystemet har potential för att hitta synkroniseringsproblem om fuzzing-AI:n används tillsammans med den vanliga AI:n i det testade spelet, men inte för att hitta de bakomliggande orsakerna till dessa problem.
|
Page generated in 0.0422 seconds