An analysis of update ordering in distributed replication systems
Future Generation Computer Systems - Special issue: Advanced services for clusters and internet computing
Supporting continuous consistency in multiplayer online games
Proceedings of the 12th annual ACM international conference on Multimedia
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Distributed Systems: Concepts and Design (4th Edition) (International Computer Science)
Distributed Systems: Concepts and Design (4th Edition) (International Computer Science)
On correctness of scalable multi-server state replication in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
High-level development of multiserver online games
International Journal of Computer Games Technology - Networking for Computer Games
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
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We study an emerging class of high-performance virtual environments, called Real-Time Online Interactive Applications (ROIA), with such popular examples as Massively Multi-player Online Games (MMOG), interactive simulations, virtual communities, etc. ROIA must handle an enormous number of actions from geographically distributed user processes and present to each user a consistent view of the application state. We address a challenging aspect which influences the application scalability -- the simultaneous access of several clients and servers to globally replicated objects. The traditional primary-copy-based state replication mechanism ensures fast read access but shows drawbacks for global objects that are concurrently updated by multiple processes. Our main contribution is to combine the traditional state-based approach with a novel operation-based update ordering approach that considers the operation's semantics and allows to use weaker consistency models than the sequential consistency enforced by the primary copy protocol. We implement our improvement of the update concurrency as the Global Object Management System (GOMS) and integrate it into the Real-Time Framework (RTF) -- our platform for the high-level development and efficient execution of ROIA which has been used for implementing numerous applications like real-time online MMOG, crowd simulation, etc. Our experiments with GOMS show significant improvements regarding both the usability and the performance of the concurrent updates to replicated global objects.