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2 Early Online and Multiplayer Games. |
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2.1 Defining Networked and Multiplayer Games. |
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2.2 Early Multiplayer Games. |
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2.3 Multiplayer Network Games. |
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3 Recent Online and Multiplayer Games. |
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3.1 Communication Architectures. |
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3.2 The Evolution of Online Games. |
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3.3 Summary of Growth of Online Games. |
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3.4 The Evolution of Online Game Platforms. |
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3.5 Context of Computer Games. |
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4 Basic Internet Architecture. |
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4.1 IP Networks as seen from the Edge. |
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4.2 Connectivity and Routing. |
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5 Network Latency, Jitter and Loss. |
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5.1 The Relevance of Latency, Jitter and Loss. |
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5.2 Sources of Latency, Jitter and Loss in the Network. |
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5.3 Network Control of Lag, Jitter and Loss. |
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5.4 Measuring Network Conditions. |
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6 Latency Compensation Techniques. |
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6.1 The Need for Latency Compensation. |
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6.5 Latency Compensation and Cheating. |
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7 Playability versus Network Conditions and Cheats. |
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7.1 Measuring Player Tolerance for Network Disruptions. |
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7.2 Communication Models, Cheats and Cheat-Mitigation. |
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8 Broadband Access Networks. |
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8.1 What Broadband Access Networks are and why they Matter. |
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8.2 Access Network Protocols and Standards. |
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9 Where Do Players Come from and When? |
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9.1 Measuring Your Own Game Traffic. |
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9.2 Hourly and Daily Game-play Trends. |
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9.3 Server-discovery (Probe Traffic) Trends. |
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9.4 Mapping Traffic to Player Locations. |
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10 Online Game Traffic Patterns. |
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10.1 Measuring Game Traffic with Timestamping Errors. |
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10.2 Sub-second Characteristics. |
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10.3 Sub-second Packet-size Distributions. |
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10.4 Sub-Second Inter-Packet Arrival Times. |
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10.5 Estimating the Consequences. |
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10.6 Simulating Game Traffic. |
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11.6 Massively Multiplayer. |
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12 Setting Up Online FPS Game Servers. |
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12.1 Considerations for an Online Game Server. |
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12.2 Wolfenstein Enemy Territory. |
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12.4 Configuring FreeBSD’s Linux-compatibility Mode. |
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13.1 Networking Fundamentals. |
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13.2 Game Technologies and Development. |
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13.3 A Note Regarding Online Sources. |
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