Abstract
Strifeshadow Fantasy (SSF) is a massive, multi-player online, role-playing game. Players of this game, acting as avatars, search for the ancient signs, and their goals are to defeat the God of Destruction. Players can adventure in the game alone or co-operate with the others through the chat box. SSF is available for free and there are currently more than 10,000 registered users. In this article, we highlight the overall software architecture of SSF, which is based on a simple server-client model and HTTP. We will also describe in details two problems encountered in the course of designing SSF and the solutions to them. The first one is a local state consistency problem which is to ensure that each client participating in the game will eventually receive all the state updates once and only once. The second one is a connection jamming problem that is a result of using nonpersistent HTTP connections for the communication between the game server and clients.
Original language | English |
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Title of host publication | 2004 1st IEEE Consumer Communications and Networking Conference, CCNC 2004; Consumer Networking |
Subtitle of host publication | Closing the Digital Divide - Proceedings |
Pages | 557-562 |
Number of pages | 6 |
Publication status | Published - 6 Jul 2004 |
Event | 2004 1st IEEE Consumer Communications and Networking Conference, CCNC 2004; Consumer Networking: Closing the Digital Divide - Proceedings - Las Vegas, NV, United States Duration: 5 Jan 2004 → 8 Jan 2004 |
Conference
Conference | 2004 1st IEEE Consumer Communications and Networking Conference, CCNC 2004; Consumer Networking: Closing the Digital Divide - Proceedings |
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Country/Territory | United States |
City | Las Vegas, NV |
Period | 5/01/04 → 8/01/04 |
ASJC Scopus subject areas
- General Engineering