Jaysheel D Bhavsar Revealed Presented by Jaysheel D Bhavsar Game Taxonomy MOG (Multi-player Online Games) No persistent environment Game server all over the place E.G: Half Life (counter strike), Call of Duty, Halo MMOG (Massively Multi-player Online Games) Role Playing Games (WoW, LoTR) First Person Shooter (WW-II online, PlanetSide) Real Time Strategy (Mankind, Dreamloads) Social Games (SecondLife) Jaysheel D Bhavsar MMOG Market share Jaysheel D Bhavsar World of MMO takes the user name and password from game clients and authenticates the account against the entries in the database customized to optimize the data stream between the database and the auth/world servers for player data parsing customized FTP/HTTP server that allow connections from a game client which is then updated as required The world/zone servers are the boxes that handle the actual player data for specific areas of the game world, including load balancing Jaysheel D Bhavsar What is World of Warcraft? Well have a look … Jaysheel D Bhavsar Jaysheel D Bhavsar The Game client The program installed on a personal computer is the client. It has four primary duties. decodes and displays the data that make up the game world, as well as the user interface (UI) and any associated add-ons. receives input from user and from a remote server and changes the game display accordingly. gives feedback to user and the server, based on what's happening in the game. keeps up with any changes user make to game's layout and settings (mods). Jaysheel D Bhavsar Game play Lets play a game Jaysheel D Bhavsar What do we know so far? MMORPGs are real time games, and have highly interactive environment Gamers/Clients interact with each other, and computer AI’s via server node So far we have been told that UDP is the choice of protocol for most real time environments. Let review why so. Jaysheel D Bhavsar Basic Analysis WoW and other MMORPGs use TCP…why??? Analysis of TCP stream shows that PSH bit is set in almost all PDU’s transmitted…why??? Jaysheel D Bhavsar Basic Analysis Jaysheel D Bhavsar Basic Analysis Jaysheel D Bhavsar Main Screen Time line : main screen Open TCP connection, and use HTTP protocol to download background, music, patch open TCP connection to port 3724 (blizwow). Get server ids, and server IP ads Open TCP connection and use HTTP protocol to download news and info Time Jaysheel D Bhavsar Dash board Time line : dashboard open TCP connection to port 3724 (blizwow). Authenticate user open TCP connection and use HTTP protocol to download game character information open TCP connection to port 3724 (blizwow). To the realm of selected user. Time Game Play Time line : in game Same connection used to interact between user and server open TCP connection and use HTTP protocol to get other gamers data from DB server. open TCP connection and use HTTP protocol to get gamers data from DB server. Time Jaysheel D Bhavsar Acknowledgment Dr. K. E. Wommack Dr. P. Amer Blizzard Entertainment http://www.mmogchart.com/ Philipp Svoboda, Wolfgang Karner, Markus Rupp Institute of Communications and Radio-Frequency Engineering Vienna University of Technology, Austria A little fun (http://www.southparkstudios.com/episodes/103797) [explicit content] Jaysheel D Bhavsar Misc Slides Jaysheel D Bhavsar Play-by-play analysis Jaysheel D Bhavsar Play-by-play cont… After pulling data from the archives stored on the computer's hard drive, the client creates a representation of Aragon's surroundings. The client informs the server of Aragon's position and receives information about stationary and mobile objects, or mobs, around Aragon. A mob is essentially any wandering object in the world, but it's most often used to describe attackable enemies. When Aragon tries to pick up the stone, the client tells the server what Aragon is doing. Server also displays a status bar, showing the player how long it will take for Aragon to retrieve the stone. Jaysheel D Bhavsar Play-by-play cont… The client receives information about the goblin's attack from the server. Server interrupts Aragon's stone collection when the goblin hits Aragon. The client sends information to the server about how Aragon defends himself, and server receives information about the goblin's actions and the progression of the fight. Once Aragon kills the goblin and finishes collecting the stone, the client stops displaying the stone on the ground and instead displays an icon representing the stone in Aragon's inventory. Client informs the server that Aragon has collected the stone, so other players will no longer see it in the game world. Jaysheel D Bhavsar
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