• Title/Summary/Keyword: IOCP

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Development of RTSP Media Server Using IOCP &Multi-Thread (IOCP와 Multi-Thread를 이용한 RTSP Media Server 개발)

  • 김수진;김익형;권장우
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.767-770
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    • 2002
  • 본 논문에서는 RTSP 프로토콜을 제어하기 위한 서버 시스템을 IOCP 기반의 Multi-Thread 기법을 이용하여 구현하는 방법을 소개한다. 다수의 클라이언트에 대한 응답을 Thread로 구성하는 부분에서 Multi-Threading을 이용함으로써 수행 속도를 높이고 Winsock2에서 제공하는 IOCP(T/O Completion Port)를 이용하여 견고하고 확장이 용이한 RTSP(Real Time Streaming Protocol) 스트리밍 서버를 개발하였다.

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Performance Evaluation of IOCP Game Server and Game Variable Obfuscation Program (IOCP 게임 서버 및 게임 변수 난독화 프로그램 성능 평가)

  • Cha, Eun-Sang;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.71-82
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    • 2019
  • This paper analyzes performance difference between Unreal Engine's built-in network solution and IOCP server. To do this, we developed IOCP server and 3D game with Unreal Engine 4. Also we considered the game variable obfuscation program to prevent the modification of the memory of the code-modulated game hacking program. This paper used SCUE4 Anti-Cheat Solution, which is Unreal Engine's solution, to study preventing memory modification and to analyze performance trade-offs.

IOCP model server performance test linked with Unreal Client (언리얼 클라이언트를 연동한 IOCP모델서버 성능 테스트)

  • Na, Jang-Ho;Kim, Hye-Young;Oh, Sung-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.694-697
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    • 2020
  • 본 논문은 언리얼 엔진에서 제공하는 Dedicated server를 사용하지 않고 자체적으로 제작한 IOCP모델 서버를 구축하고, 이를 언리얼 클라이언트와 MySQL데이터베이스에 연동하여, 완성된 서버의 성능 테스트를 진행한 결과를 보였다.

A IOCP-based Server for Product Information Management System of Small and Medium Size Manufacturing Companies (중소 제조업체의 생산정보 관리시스템을 위한 IOCP 기반 서버)

  • Rim, Seong-Rak;Song, Ki-Seok
    • Journal of Information Technology Applications and Management
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    • v.14 no.4
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    • pp.31-41
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    • 2007
  • In order to keep global competitiveness, most of small and medium size manufacturing companies require to equip a product information management system which collects and analyzes the data generated at the manufacturing lines and then provides information for manager or worker to make a decision. However, these companies have a cost problem for adopting the enterprise resource planning system mostly used in large companies. To overcome this problem, we suggest an IOCP-based server for the product information management system suitable for small and medium size manufacturing companies. The basic concept of suggested server is that it is possible to process concurrently the connection requests coming from data collector and client by using the facility of asynchronous notification of OS and protect a server against overload by using the thread pool.

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A Seminar Assistant System using IOCP Server Model (IOCP 서버 모델을 이용한 세미나 보조시스템)

  • Ahn, Hyun-Ju;Heo, Da-Jeong;Park, Dong-Gyu;Uh, Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.821-827
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    • 2009
  • Currently, with the development of web 2.0 knowledge sharing system became more and more important. In this paper, we proposed and implemented seminar assistant system using database system and knowledge sharing system on public seminar. We recorded speaker's voice and presentation files on our system and user can review past talks on our seminar review systems. Our database system is implemented using MS SQL, and Input/Output Completion Port(IOCP) socket model as our server side network module. Also we used presentation software using Direct Show with MFC and Windows Presentation Foundation(WPF). and our review system is based on WFP programmed with C# language.

Design and Implementation of Transfer Buffer Sharing Technique for Efficient Massive Data Transfer

  • Cho, Dae-Soo
    • Journal of information and communication convergence engineering
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    • v.6 no.3
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    • pp.327-330
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    • 2008
  • It is required that a server which communicates with various client simultaneously should have an efficient data transfer model. In Windows$^{(R)}$ environment, the server was generally developed based on IOCP model. Developing the IOCP model, the server generally has one data transfer buffer per client. If the server divides a larger data than the transfer buffer into several fragments, there used to be a problem in sending it to a client, because there is a conflict in a data transfer buffer. That is, CPU requests one data-fragment transfer, then it will request the next data-fragment transfer successively before completing the previous request, owing to the property of overlapped IO model. In this paper, we proposed the transfer buffer sharing technique to solve the conflicting problem. The experimental result shows that the performance of data transfer was enhanced by 39% maximally.

A Method of Developing Model-based Server Performance Evaluation Tool using loop (IOCP를 이용한 모델 기반 서버 성능 측정 도구 개발 방안)

  • 김규백
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10c
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    • pp.421-423
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    • 2004
  • 대규모 클라이언트 연결과 다량의 네트워크 트래픽을 고속으로 처리해야 하는 서버의 성능을 정확히 측정하기 위해서는 네트워크 트래픽 부하를 발생시키는 것도 중요하지만, 실제 상황과 같은 서버의 오버헤드 요소를 모두 재현할 수 있어야 한다. 본 논문에서는 최근 멀티 채널 네트워크 I/O에서 뛰어난 성능을 보이는 Winoows의 IOCP 기술을 이용해 실제와 같이 대량의 클라이언트를 생성해 서버와 동시에 세션을 연결하는 방법과 모델 기반으로 도출된 테스트 시나리오를 부하 발생 패턴에 적용하는 새로운 방안을 제시한다. 이를 활용해 향후 다양한 서버의 최대 성능을 보다 정확히 측정할 수 있다.

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Adaptable Online Game Server Design

  • Seo, Jintaek
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.82-87
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    • 2020
  • This paper discusses how to design a game server that is scalable, adaptable, and re-buildable with components. Furthermore, it explains how various implementation issues were resolved. To support adaptability, the server comprises three layers: network, user, and database. To ensure independence between the layers, each layer was designed to communicate with each other only via message queues. In this architecture, each layer can have an arbitrary number of threads; thus, scalability is guaranteed for each layer. The network layer uses input/output completion ports(IOCP), which shows the best performance on the Windows platform, it can handle up to 5,000 simultaneous connections on a typical entry-level computer, despite being built with a single-threaded user layer. To completely separate the database from the game server, the SQL code was not directly embedded in the database layer.

Design and Implementation of the NonTargeting AOS Online Game (논타겟팅 AOS 온라인 게임 설계 및 구현)

  • Lee, HyoungGu;Jeon, Ik Jae
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.25-34
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    • 2014
  • In this paper, the weak point of AOS jenre online game which occupies the majority of Korea game market of 2014 year is analyzed and to solve the problem, the enhanced design and implementation content is introduced. The proposed game is based on the custom AOS jenre format but has the TPS view and nontargeting format to enhance the action feel. To enhance the game quality, graphics, animation, effect and sound resources are organized. Game server is implemented by multithread of IOCP model to support many clients. The technical issue and design method of client and server are described.

A Study for Online-GameServer Development (온라인 게임서버 구현에 관한 연구)

  • Bae, Seong-Gil;Kim, Hye-Yeong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1156-1158
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    • 2011
  • 온라인 게임서버는 다수의 클라이언트들의 접속 요청 및 여러 작업요청을 실시간으로 빠르게 처리할 수 있어야 하기 때문에 동시 접속 사용자의 수에 비례하여 처리할 네트워크 양도 많아지고 서버 프로그램의 부하도 그만큼 높아지게 된다. 따라서, 본 논문에서는 온라인 게임서버에서의 게임서버의 기능을 효율적으로 수행하기 위한 기술들을 제시하고 AOS 장르의 게임의 프로토타입의 클라이언트들을 IOCP 로 구현한 온라인게임 서버에 연동하여 네트워크 통신과 클라이언트들간의 동기화 작업을 구현하였다.