TAILIEUCHUNG - Handbook of Multimedia for Digital Entertainment and Arts- P10

Handbook of Multimedia for Digital Entertainment and Arts- P10: The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art, which attracts and absorbs their participants. The fantastic success of this new field has influenced the development of the new digital entertainment industry and related products and services, which has impacted every aspect of our lives. | 11 Hack-proof Synchronization Protocol for Multi-player Online Games 261 Fig. 16 The path of the local avatar Q thicker line and the path of the non-local avatar P thinner line rendered on Q s local machine which zoomed into the last 60 s chronization AS . Using AS each host advances in time asynchronously from the other players but enters into the lockstep mode when interaction occurs. When entering the lockstep mode in every timeframe t each involved player must wait for all packets from other players before advancing to timeframe t 1. Because this is a stop-and-wait protocol extrapolation cannot be used to smooth out any delay caused by the network latency. In 12 the authors improve the performance of the lockstep protocol by adding pipelines. Extrapolation is still not allowed under the pipelined lockstep protocol. Therefore if there is an increased network latency and packets are delayed the game will be stalled. In 10 the authors propose a sliding pipeline protocol that dynamically adjusts the pipeline depth to reflect current network conditions. The authors also introduce a send buffer to hold the commands generated while the size of the pipeline is adjusted. The sliding pipeline protocol allows extrapolation to smooth out jitters. Although these protocols are designed to defend against the suppress-correct cheat it can also prevent speed-hacks when entering into the lock-step mode because players are forced to synchronize within a bounded amount of timeframes. 262 . Fung and . Lui However speed-hack can still be effective when lock-step mode is not activated. And since these protocols do not allow packets to be dropped any lost packet must be retransmitted until they are finally sent and acknowledged. Therefore the minimum timeframe of the game cannot be shorter than the maximum latency of the player with the slowest connection and all clients must run the game at a speed that even the slowest client can support. Furthermore any sudden increase in .

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