Communication Architectures - PowerPoint PPT Presentation

1 / 20
About This Presentation
Title:

Communication Architectures

Description:

Provides scalability by allowing designers to scale beyond the CPU limits of a ... Servers become bottlenecks. Need high speed connections. When to use: ... – PowerPoint PPT presentation

Number of Views:18
Avg rating:3.0/5.0
Slides: 21
Provided by: ericjavi
Category:

less

Transcript and Presenter's Notes

Title: Communication Architectures


1
Communication Architectures
  • Chapter 4
  • Eric Acosta

2
Communication Architecture
  • What is it?
  • Method in which our workstations communicate
  • Types of communication
  • Logical communication
  • The messages sent through the net-VE software
  • Physical communication
  • Wires between the workstations

3
Why is it Important?
  • Hardware chosen is a limiting factor on the
    number of players that can interact
  • Message size and frequency dependent on hardware
    capabilities

4
Scenario
  • Utilize the Distributed Interactive Simulation
    (DIS) protocol data unit (PDU)
  • Packets (contain state variables)
  • 144 bytes long
  • Simulation _at_ 30 PDU/s (frame rate)
  • Players
  • Aircraft 12 PDU/s
  • Ground 5 PDU/s
  • Humans 30 PDU/s
  • Weapons 3 PDU/s

5
Scenario Cont
  • LAN 10Mbps (bandwidth)
  • 1PDU 8bits/byte 144 bytes 1152 bits
  • 10Mbps / 1152 bits/packet 8680 packets/s
  • Player supported (assume use all bandwidth and
    CPU cycles)
  • 8680 / (303) 263 humans firing a weapon
  • 8680 / (123) 578 aircrafts firing a weapon
  • 8680 / (53) 1085 ground firing a weapon

6
Scenario Cont
  • 56Kbps Modem (bandwidth)
  • 1PDU 8bits/byte 144 bytes 1152 bits
  • 56Kbps / 1152 bits/packet 48 packets/s
  • Player supported (assume use all bandwidth and
    CPU cycles)
  • 48 / (303) 1 human firing a weapon
  • 48 / (123) 3 aircrafts firing a weapon
  • 48 / (53) 6 ground firing a weapon

7
Scenario Cont
  • We might rethink packet size (or compression)
  • Assume packet 22 of original (32 bytes)
  • 1PDU 8bits/byte 32 bytes 256 bits
  • 56Kbps / 256 bits/packet 218 packets/s
  • Player supported (assume use all bandwidth and
    CPU cycles)
  • 218 / (303) 7 humans firing a weapon
  • 218 / (123) 14 aircrafts firing a weapon
  • 218 / (53) 22 ground firing a weapon
  • Table 4-1 pg.93 (Technology comparisons)

8
Two Players on a LAN
9
Two Players on a LAN
  • Description
  • Each player communicates directly via a LAN
  • Advantages
  • Reliable, ordered packets
  • Disadvantages
  • Only have two players
  • When to use
  • Only have two players

10
Multiplayer client-server
11
Multiplayer client-server
  • Description
  • Players send/receive packets via a server
  • Advantages
  • Can reduce message traffic to individual players
    by selectively sending messages
  • Compress multiple packets into one
  • Slow down bursty packets for smoother packet rate
  • Server is configured to communicate with players
    reliably with out the overhead of a fully
    connected
  • net-VE
  • Disadvantages
  • Server becomes the bottleneck
  • When to use
  • Preferred if administrator task required (e.g.,
    expensive computations that clients can not
    handle)

12
Multiplayer Client-Server With Multiple Servers
13
Multiplayer Client-Server With Multiple Servers
  • Description
  • Server serving a number of players
  • Can connect server-to-server (10Mbps or 100Mbps
    or higher)
  • Can connect player-to-server
  • Advantages
  • Provides scalability by allowing designers to
    scale beyond the CPU limits of a single server
    Disadvantages
  • Servers become bottlenecks
  • Need high speed connections
  • When to use
  • When scalability is an issue
  • Have high speed connections
  • Need administration task(s)

14
Peer-to-Peer on a LAN
15
Peer-to-Peer on a LAN
  • Description
  • Communication is player-to-player(s)
  • Advantages
  • Reaches limit of number of players slower than a
    server
  • Can use broadcast/multicast directly
  • Disadvantages
  • Loose server advantages
  • When to use
  • Works better on a LAN or bridged LAN

16
AOIM Software Layer
17
AOIM Software Layer
  • Area of Interest Management (AOIM) software layer
  • Assigns packets to the appropriate multicast
    groups
  • Keeps track of what groups are available
  • Packets not part of subscribed multicast groups
    are killed off at the network interface unit
    (hardware) rather than at the applications layer
  • Takes care on incoming/outgoing streaming
    information (video and audio)

18
Recommendations for Our System
  • DONTs
  • Two-Player unless
  • Only two players allowed
  • Multiplayer client-server w/ multiple servers
    unless
  • Have multiple groups that communicate
    infrequently
  • Have high speed connections gt 10Mbps

19
Recommendations for Our System
  • DOs
  • Multiplayer client-server
  • Main DB located at server end and multicasts
    models only when needed
  • Server only machine that needs multicasting
    abilities, all other machines only have to
    send/receive packets to server
  • Server controls who holds the token in a token
    ring (professors computer) by switching which
    port it listens to
  • Server-Player communication can use TCP/IP for
    reliable one-to-one connection UDP/IP (or other)
    for multicasting
  • Server should be high performance, others can
    have lower performance (lower cost to implement)

20
Recommendations for Our System
  • DOs
  • Peer-to Peer
  • Each computer has its own copy of the DB (less
    network traffic)
  • All machines need multicasting abilities
  • Token passed from player to player
  • Use UDP/IP (or other) for multicasting
  • All machines should be high performance
Write a Comment
User Comments (0)
About PowerShow.com