浅谈网络游戏的数据传输处理和防火墙穿透(Data transmission processing and firewall penetration of network game).docVIP

浅谈网络游戏的数据传输处理和防火墙穿透(Data transmission processing and firewall penetration of network game).doc

  1. 1、原创力文档(book118)网站文档一经付费(服务费),不意味着购买了该文档的版权,仅供个人/单位学习、研究之用,不得用于商业用途,未经授权,严禁复制、发行、汇编、翻译或者网络传播等,侵权必究。。
  2. 2、本站所有内容均由合作方或网友上传,本站不对文档的完整性、权威性及其观点立场正确性做任何保证或承诺!文档内容仅供研究参考,付费前请自行鉴别。如您付费,意味着您自己接受本站规则且自行承担风险,本站不退款、不进行额外附加服务;查看《如何避免下载的几个坑》。如果您已付费下载过本站文档,您可以点击 这里二次下载
  3. 3、如文档侵犯商业秘密、侵犯著作权、侵犯人身权等,请点击“版权申诉”(推荐),也可以打举报电话:400-050-0827(电话支持时间:9:00-18:30)。
  4. 4、该文档为VIP文档,如果想要下载,成为VIP会员后,下载免费。
  5. 5、成为VIP后,下载本文档将扣除1次下载权益。下载后,不支持退款、换文档。如有疑问请联系我们
  6. 6、成为VIP后,您将拥有八大权益,权益包括:VIP文档下载权益、阅读免打扰、文档格式转换、高级专利检索、专属身份标志、高级客服、多端互通、版权登记。
  7. 7、VIP文档为合作方或网友上传,每下载1次, 网站将根据用户上传文档的质量评分、类型等,对文档贡献者给予高额补贴、流量扶持。如果你也想贡献VIP文档。上传文档
查看更多
浅谈网络游戏的数据传输处理和防火墙穿透(Data transmission processing and firewall penetration of network game)

浅谈网络游戏的数据传输处理和防火墙穿透(Data transmission processing and firewall penetration of network game) Data transmission processing and firewall penetration of network game Reading: 23 time: 2009-8-27 5:38:16 finishing: China black League ------------------------------------------------------------------ T.R.F [4C00H] In general, the data exchange between client and server is divided into several priority, in most cases the following 3: 1. can not be lost, but does not require speed. 2. can not be lost, but speed requirements, it is not very strict. 3. can be lost, but requires speed For 1, the most direct example is chat information, dynamic map information. These data are not time-critical, so you should use the TCP connection. In most cases, there are specialized voice/chat server and map server, and client has a TCP connection to each server. How many connections does a client have to decide as needed?. Also, 2-3 connections do not cost much. Of course, if you spend a lot of money, its a programming problem. In fact, you think when you open BT, there are 4,50 connections at the same time, you dont use other programs at a much slower pace. For 2, the more prominent examples are combat information, action sequences. For example, when a person plays a game and uses a mouse to map a coordinate on the map, then the character advances to this coordinate. This information is forwarded from the server to other client, of course, the sooner the better, if the client did not receive, you have to resend, or client will not see this action. If you play WOW thieves, you will find that in the network card, often sneak attack, press the keyboard, wait a while before you see the attack action, that is the principle. Of course, the data here needs to be processed by server, each package of multiple client actions, and the order, and then sent. Complex server end logical processing is required. This should use UDP and retransmit all the UDP package numbers (to prevent 2 processing) using sim

您可能关注的文档

文档评论(0)

jgx3536 + 关注
实名认证
文档贡献者

该用户很懒,什么也没介绍

版权声明书
用户编号:6111134150000003

1亿VIP精品文档

相关文档