ACE 네트워크 프레임워크를 이용한 고효율성 게임서버

High Efficient Game Server using ACE Network Framework

  • 발행 : 2009.02.20

초록

본 논문은 오랜 기간 다양한 분야에서 개발되어 온 공개 네트워크 라이브러리인 ACE를 사용하여 게임 서버에 접목 시켜 보았다. ACE 네트워크 라이브러리는 고성능 실시간 통신 라이 브러리와 어플리케이션 개발에 집중되어 있고 방대한 기능을 제공하고 있다. 본 연구에서는 ACE의 여러 기능 중에 게임 개발에 필요한 부분을 논리적으로 재구성하여 최적화 하였고, 재구성한 라이브러리의 검증을 위해 실제 배틀넷 서버를 구현하였다. 실험방법으로는 배틀넷 서버와 테스트 클라이언트를 설정하여 접속 요청 테스트와 데이터 전송 테스트를 수행하였다. 실험 결과로서 검증된 네트워크 라이브러리인 ACE를 사용하여 온라인 게임 개발이 가능하다는 결과를 얻었다.

In this paper, we propose a game server using public network library ACE, which has been developed in various fields for a long time. ACE network library has been considered not only in the area of high efficient real-time communication library but also in the area of application development, and it provides various facilities. We logically reorganized the part, which is necessary to develop games, among various functions of ACE and optimized it, and developed real battlenet server using verify the reorganized library. As the method of experiment, the battlenet server and test client were set and interface request test and data electrical transmission test were conducted. As the result of the experiment, the conclusion that it is possible to develop games by using ACE, which is verified network library, has been obtained.

키워드

참고문헌

  1. D. C. Schmidt, “ACE : An Object-Oriented Framework for Developing Distributed Applications”, USENIX Association, April, 1994.
  2. D. C. Schmidt, “The ADAPTIVE Communication Environment An Object-Oriented Network Programming Toolkit for Developing Communication Software”, Sun User Group conference, 1993.
  3. D. C. Schmidt, “An Arcitectural Overview of the ACE Framework - A Case Study of Successful Cross-platform Systems Software Reuse”, USENIX, 1998
  4. D. C. Schmidt, A. Gokhale, T. ;Harrison, and G. Parulkar, “A High-Performance Endsystem Architecture for Real-time CORBA”, IEEE Communications Magazine, vol.14, Feb. 1997.
  5. D. C. Schmidt, “Acceptor and Connector : Design Patterns for Initializing Communication Services”, in Pattern Languages of Program Design. Addison-Wesley, 1997
  6. D. C. Schmidt, “Reactor : An Object Behavioral Pattern for Concurrent Event Demultiplexing and Event Handler Dispatching,” in Pattern Languages of Program Design, pp.529-545, MA:Addison-Wesley, 1995
  7. T. Harrison, I. Pyarali, D. C. Schimidt, and T. Jordan, “Proactor-An Object Behavioral Pattern for Dispatching Asynchronous Event Handlers”, in The 4th Pattern Languages of Programming Conference, Sep. 1997.
  8. D. C. Schmidt, “An Object Creational Pattern for Connecting and Initializing Communication Services”, Addison-Wesley, 1997
  9. D. C. Schmidt, Stephen D. Huston, “C++ Networking, Volume 1 : Mastering Complexity with ACE and Patterns”, Paperbook, 2003.
  10. D. C. Schmidt, Stephen D. Huston, “C++ Networking, Volume 2 : Systematic Reuse with ACE and Frameworks”, Paperbook 2003.
  11. D. C. Schmidt, Tim Harrison, and Ehab Al-Shaer, “Object-Oriented Components for High-speed Network Programming”, USENIX, 1995
  12. http://www.cs.wustl.edu/~schmidt/ACE.html
  13. http://www.joinc.co.kr/modules/monwiki/wiki.php/Site/ACE
  14. http://atriarch.com