![]() Game servers are now probed in approximatelyĪscending latency, expediting the location of playable servers. Using server discoveryĭata from Valve’s Counterstrike:Source and idSoftware’s Wolfenstein Enemy Territory this paper demonstrates that pre-probingĪ subset of game servers can be used to re-order and optimise the overall probe sequence. Rapid consumption of longer-lived per-flow state memory in NAT devices between a client and the internet. multiple minutes in no particular order, creating thousands of short-lived UDP flows. Traditional FPS server discovery probes allĪvailable servers over. Use a client-server model, with thousands of game servers active at any time. Person Shooter (FPS) game servers and the number of network flows created during game server discovery. This paper describes a client-side, adaptive search technique to reduce both the time taken to discover playable online First Our evaluation is based on real traffic captured at clients and public game servers.ĪBSTRACT We study the "background traffic" resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play Networked, multiplayer games utilise the network in two distinct ways Game play is typically built around a client - server communication model, and the resulting traffic patterns have been well studied to date However, the discovery of available game servers is itself a client - server process Operational game servers register themselves with well - known "master servers", which are then queried by game clients looking for available servers Game clients then probe the servers and retrieve information such as game type, number of other players, currently active map, and latency (ping time) We instrumented two active and public " Wolfenstein: Enemy Territory" servers over 20 weeks, developed a simple method to differentiate client probes from game - play traffic, and then characterized and contrasted the time - of - day, geographical distributions and traffic characteristics of both traffic types We find that a significant amount of a server's traffic is probe traffic and the geographical origins are very different for both types of traffic We propose techniques to improve server location and to decrease the amount of probe traffic We find that the number of game flows using non-default port numbers is significant. In this paper we focus on one particular game and estimate how much of the traffic cannot be identified when solely relying on port number based identification. While this has already been shown for peer-to-peer traffic no such studies exist for game traffic. It has been argued that purely relying on port numbers does result in significant number of unidentified flows for applications such as peer-to-peer file sharing and game traffic. Traditionally, network applications have been classified based on port numbers. ![]() ![]() ![]() ![]() To provide better than best effort QoS for game traffic in the network it is necessary to identify game traffic before it can be prioritised. For trend analysis it is important to find out how much game traffic is in the Internet and how much traffic certain games contribute. The identification of game traffic in the Internet is very useful for a number of tasks. ![]()
0 Comments
Leave a Reply. |