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author:

Li, Jianwei (Li, Jianwei.) [1] (Scholars:李建微) | Wu, Hualei (Wu, Hualei.) [2] | Li, Xiaowen (Li, Xiaowen.) [3] | Chen, Shixi (Chen, Shixi.) [4]

Indexed by:

CPCI-S

Abstract:

Based on the reason of network synchronization and the existing synchronization mechanisms, this article adopts the idea of message partition, IOCP and the thread pool technology, improves Time Warp algorithm and Dead Reckoning Algorithm, designs a integrated solution of synchronization between server and client to mitigate the synchronization problems in MMORPG. In the experiment, we compare and analysis the effect of traditional synchronous solutions and the effect of our solution, it is shown that this system can better solve the synchronization problem in MMORPG.

Keyword:

Concurrent Access MMORPG Network Synchronization

Community:

  • [ 1 ] [Li, Jianwei]Fuzhou Univ, Coll Phys & Informat Engn, Fuzhou 350002, Peoples R China
  • [ 2 ] [Chen, Shixi]Fuzhou Univ, Coll Phys & Informat Engn, Fuzhou 350002, Peoples R China
  • [ 3 ] [Wu, Hualei]Xiamen City Univ, Xiamen 361000, Peoples R China
  • [ 4 ] [Li, Xiaowen]Longyan Univ, Longyan 364000, Peoples R China

Reprint 's Address:

  • 李建微

    [Li, Jianwei]Fuzhou Univ, Coll Phys & Informat Engn, Fuzhou 350002, Peoples R China

Email:

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Source :

ASIASIM 2012, PT II

ISSN: 1865-0929

Year: 2012

Volume: 324

Page: 1-,

Language: English

Cited Count:

WoS CC Cited Count: 6

SCOPUS Cited Count:

ESI Highly Cited Papers on the List: 0 Unfold All

WanFang Cited Count:

Chinese Cited Count:

30 Days PV: 3

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