• Title/Summary/Keyword: Stable Server

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Research About Design and Implementation of On-Line Game Server for High Availability guarantee using Heartbeat (HeartBeat을 이용한 고가용성(High Availability) 보장 온라인 게임 서버 구축 제안)

  • Kim, Tae-Yul;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.193-198
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    • 2006
  • Providing stable services has been a crucial factor to determine success or failure in current situations, in which online game industry has become one of the important industries. The study proposed a method of establishing a stable game servers using 'Hearbeat', one of the existing (load) balance server techniques for the enhancement of availability of online game servers. In the proposed method, one could provide users with stable game services, by inspecting master server frequently using stand-by servers corresponding to each game server.

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Distributed Server Configuration Scheme for Internet Online Game (인터넷 온라인 게임을 위한 서버의 분산구성 기법)

  • Lee, Nam-Jae;Seo, Duck-Won;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.31-36
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    • 2001
  • Generally, the internet online game systems are divided into two parts, clients and servers. The clients provide a connection with game server to each user and communicate between them. And, the server controls all clients by the game rules fairly and manages database systems to maintain the user information. In this paper, we propose a configuration method for internet online game servers using distributed scheme. To apply this method, we divide game server into three sub-level parts again. First part of game server is login server to establish the connection between communication server and clients. Second part is communication server to connect between clients and main game server during playing the game. And last part is DBMS that performs database independently. Our proposed scheme suggests that the game server operates very stable because of decreasing of processing load by distributed scheme. So, our proposed server configuration applies to similar online game easily.

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Scalable and Dynamically Reconfigurable Internet Service System Based on Clustered System (확장과 동적재구성 가능한 클러스터기반의 인터넷서비스 시스템)

  • Kim Dong Keun;Park Se Myung
    • Journal of Korea Multimedia Society
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    • v.7 no.10
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    • pp.1400-1411
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    • 2004
  • Recently, explosion of internet user requires fundamental changes on the architecture of Web service system, from single server system to clustered server system, in parallel with the effort for improving the scalability of the single internet server system. But current cluster-based server systems are dedicated to the single application, for example, One-IP server system. One-IP server system has a clustered computing node with the same function and tries to distribute each request based on the If to the clustered node evenly. In this paper, we implemented the more useful application service platform. It works on shared clustered server(back-end server) with an application server(front-end server) for a particular service. An application server provides a particular service at a low load by itself, but as the load increases, it reconfigures itself with one or more available server from the shared cluster and distributes the load on selected server evenly We used PVM for an effective management of the clustered server. We found the implemented application service platform provides more stable and scalable operation characteristics and has remarkable performance improvement on the dynamic load changes.

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A Load Distribution System on P2P Online Game Based on RS Reconfiguration by Interesting Regions (P2P 온라인 게임에서의 관심영역별 영역관리자 재구성 기반 부하분산 시스템)

  • Jung, Mi-Sook;Kim, Seong-Hoo;Park, Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.345-353
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    • 2009
  • It is for sure that a stable game managing system is absolutely needed to accept simultaneous interfacing of many users for P2P on-line game system. The proposed P2P on-line game system in this paper is able to get smart and stable game managing taking care of extensive players through reorganizing numerous RS(Region Server) and mutual communications among RS's which can be avoid congestion on one region. Moreover, it is possible to synchronize for game nodes in time stamp utilizing Global Zone Buffer of Monitoring Server which leads to breakup loads. The system manages middleware layers in the so-called sub area, and it is able to execute no matter how big the game sizes are. That means, in some ways, we got everything we try to ensure such as the problems of high cost server and stabilization of message transmission. This paper welcomes to prove efficiency of the suggested system through the simulation.

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Design and Implementation of Mobile Platform for Personalized Media Streaming Service (사용자 맞춤형 미디어 스트리밍 서비스를 위한 모바일 플랫폼 설계 및 구현)

  • Park, Sung-Joo;Yang, Chang-Mo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.360-363
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    • 2010
  • Streaming Technology can support the real-time playback without downloading and storing multimedia data in local HDD. So, client browser or plug-in can represent multimedia data before the end of file transmission using streaming technology. Recently, the demand for efficient real-time playback and transmission of large amounts of multimedia data is growing rapidly. But most users' connections over network are not fast and stable enough to download large chunks of multimedia data. In this paper, we propose an intelligent IP streaming system based on personalized media service. The proposed IP streaming system enables users to get an intelligent recommendation of multimedia contents based on the user preference information stored on the streaming server or the home media server. The supposed intelligent IP streaming system consists of Server Metadata Agent, Pumping Server, Contents Storage Server, Client Metadata Agent and Streaming Player. And in order to implement the personalized media service, the user information, user preference information and client device information are managed under database concept. Moreover, users are assured of seamless access of streamed content event if they switch to another client device by implementing streaming system based on user identification and device information. We evaluate our approach with manufacturing home server system and simulation results.

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Design and Implementation of Intelligent IP Streaming Module Based on Personalized Media Service (개인 맞춤형 미디어 서비스 기반 지능형 IP 스트리밍 모듈 설계 및 구현)

  • Park, Sung-Joo;Yang, Chang-Mo
    • IEMEK Journal of Embedded Systems and Applications
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    • v.4 no.2
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    • pp.79-83
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    • 2009
  • Streaming Technology can support the real-time playback without downloading and storing multimedia data in local HDD. So, client browser or plug-in can represent multimedia data before the end of file transmission using streaming technology. Recently, the demand for efficient real-time playback and transmission of large amounts of multimedia data is growing rapidly. But most users' connections over network are not fast and stable enough to download large chunks of multimedia data. In this paper, we propose an intelligent IP streaming system based on personalized media service. The proposed IP streaming system enables users to get an intelligent recommendation of multimedia contents based on the user preference information stored on the streaming server or the home media server. The supposed intelligent IP streaming system consists of Server Metadata Agent, Pumping Server, Contents Storage Server, Client Metadata Agent and Streaming Player. And in order to implement the personalized media service, the user information, user preference information and client device information are managed under database concept. Moreover, users are assured of seamless access of streamed content event if they switch to another client device by implementing streaming system based on user identification and device information. We evaluate our approach with manufacturing home server system and simulation results.

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A Prediction System for Server Performance Management (서버 성능 관리를 위한 장애 예측 시스템)

  • Lim, Bock-Chool;Kim, Soon-Gohn
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.6
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    • pp.684-690
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    • 2018
  • In society of the big data is being recognized as one of the core technologies witch is analysis of the collected information, the intelligent evolution of society seems to be more oriented society through an optimized value creation based on a prediction technique. If we take advantage of technologies based on big data about various data and a large amount of data generated during system operation, it will be possible to support stable operation and prevention of faults and failures. In this paper, we suggested an environment using the collection and analysis of big data, and proposed an derive time series prediction model for predicting failure through server performance monitoring for data collected and analyzed. It can be capable of supporting stable operation of the IT systems through failure prediction model for the server operator.

CONSTRUCTION OF TEST SERVERS FOR KMTNet DATA MANAGEMENT (KMTNet 시험운영 서버 구축)

  • Kim, D.J.;Lee, C.U.;Kim, S.L.
    • Publications of The Korean Astronomical Society
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    • v.26 no.4
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    • pp.159-168
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    • 2011
  • We constructed two test server systems for KMTNet data management. One is the photometry database server which is optimized for stable operation, and the other is the photometric data process server which is optimized for fast I/O between devices. The performances of servers and data storage units were tested using various methods. Database upload was also checked using five different methods. From tests, we concluded that the most efficient method to upload photometric data processing results to database is the use of three nodes with job scheduler under the InnoDB engine. In this study we provide the test results for prototype servers for KMTNet data management.

Enhanced and applicable algorithm for Big-Data by Combining Sparse Auto-Encoder and Load-Balancing, ProGReGA-KF

  • Kim, Hyunah;Kim, Chayoung
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.218-223
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    • 2021
  • Pervasive enhancement and required enforcement of the Internet of Things (IoTs) in a distributed massively multiplayer online architecture have effected in massive growth of Big-Data in terms of server over-load. There have been some previous works to overcome the overloading of server works. However, there are lack of considered methods, which is commonly applicable. Therefore, we propose a combing Sparse Auto-Encoder and Load-Balancing, which is ProGReGA for Big-Data of server loads. In the process of Sparse Auto-Encoder, when it comes to selection of the feature-pattern, the less relevant feature-pattern could be eliminated from Big-Data. In relation to Load-Balancing, the alleviated degradation of ProGReGA can take advantage of the less redundant feature-pattern. That means the most relevant of Big-Data representation can work. In the performance evaluation, we can find that the proposed method have become more approachable and stable.

Performance Analysis of Service Model between server and client on PMSS System (PMSS 시스템에서 서버/클라이언트 간 서비스 모델의 성능분석)

  • Lee, Min-Hong;Kim, Kyung-Hoon;Nam, Ji-Seung
    • The KIPS Transactions:PartA
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    • v.11A no.3
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    • pp.207-212
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    • 2004
  • This paper provides the higher user QoS(Quality of Service) by analyzing media service model between server and client in single VoD(Video on Demand) environment and applying it to parallel VoD environment. Media service model is divided into the Client Pull, Server Push, and IPP(Interleaving Pull & Push) model. A server sends data based on client's request in the Client Pull Model. A server one-sidedly sends data without client's request in the Server Pull model. And the WP model unites above two models. For a parallel VoD environment, We built the PMSS system which provides the parallel media streaming services that one client is simultaneously served by several servers. In the single and parallel VoD environment, We compare and analyze the performance of service models with respect to network delay and data size in buffer. In this experiment, we found that IPP service model keeps the least network delay and stable client buffer in the parallel VoD environment. This result shows that PMSS can provide the more quality of service.