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모바일 네트워크 게임의 실시간 동기화에 관한 연구

Study about Runtime Synchronization of Mobile Network Game

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초록

This paper introduces the implementation of runtime synchronization method when mobile network is broken during the game play. In case of network failure, the game is restored using the saved play record. Before the network failure, the previous game play is recorded in the server. The runtime synchronization is performed using the recorded game play in 2-times, 4-times, 8-times and 12-times according to the paused time and the game is played continuously. Using the proposed method, the user can play the mobile game uninterrupted. The project mobile game is implemented, and shows the effectiveness of the proposed method.

Abstract

This paper introduces the implementation of runtime synchronization method when mobile network is broken during the game play. In case of network failure, the game is restored using the saved play record. Before the network failure, the previous game play is recorded in the server. The runtime synchronization is performed using the recorded game play in 2-times, 4-times, 8-times and 12-times according to the paused time and the game is played continuously. Using the proposed method, the user can play the mobile game uninterrupted. The project mobile game is implemented, and shows the effectiveness of the proposed method.

참고문헌 (8)

  1. 여운영, "무선통신 시스템에서 실시간 온라인 게임 서비스 지원을 위한 고속 셀룰러 네트워크", 한국컴퓨터게임학회논문지, (17), pp.57~63 (2009), (사)한국컴퓨터게임학회
  2. SeongHo Baek, "Design and Implementation of Mobile Based Media Download Server", Journal of Korean Society for Computer Game, 12(4), pp.58~64 (2004)
  3. 신동근, "실시간 온라인 게임을 위한 광대역 멀티레이어망에서의 신속한 복구 방안", 한국컴퓨터게임학회논문지, 26(2), pp.155~167 (2013), (사)한국컴퓨터게임학회
  4. 국중각, "실시간 온라인 게임용 다계층 망에서 신속한 복구 메커니즘 제어 기법", 한국컴퓨터게임학회논문지, 25(1), pp.5~19 (2012), (사)한국컴퓨터게임학회
  5. Andrew S. Tanenbaum, "Computer Networks" (2010), Prentice Hall
  6. "Photon Realtime" (2017)[URL]
  7. "Unity" (2017)[URL]
  8. "ANTS Performance Profiler" (2017)[URL]

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