Server-Side Technology

InterGrafx Server Technologies

InterGrafx formally stepped into multiplayer game service in 2004 (although earlier development and research can trace back to 1997). PetMon Arena is our first official multiplayer online game product. Other large scale community based 3D services are also planned in our roadmap.

Fig. Mobile user can access InterGrafx server through WAP/GPRS or wireless

Communication Bandwidth Management

Unlike relatively large bandwidth and stable networking infrastructure of computers, mobile internet always suffered from smaller and unstable bandwidth. For better user experience, InterGrafx developed HDDC (High Density Data Compression) transmition technology for client-server communication via mobile internet. All data transimitted are converted to packed bit stream instead of individual data fields. For example, if data field A is an integer with valid value from 0~1000, programmer might use 32 bits “int” type variable to store value of A. When HDDC is enabled to transimitting value A, it will be packed into a 10-bit value (0-1023) instead of throwing the whole 32 bit values over network with 22 bits being wasted. Now consider two data fields call “player position (x,y)”, both “x” and “y” are integer values from 0-1000. If player keep mobilizing in game world, the new player position (x,y) has to transimit between server and clients almost every minute. Image what a big saving for those frequently transmitted data fields. It also strengthens networking security and makes hackers very difficult to unscramble our encryption since it’s highly compressed bitstream.

Data Flow Control Mechanism

InterGrafx networking engine has predefined priorities for different category of network messages. It ensures the fastest delivery of urgent messages. It however doesn’t affect order of messages. First-send-first-receive order is respected for messages of same type.
InterGrafx networking engine automatically controls amount of same type messages sent in one packet. It ensures no single type of message will jam the traffic by delaying other more important messages.

Automatic Synchornization Mechanism

InterGrafx game server use a semi-automatic mechanism to synchornize object across the server and thousands clients. We provide this mechanism through use of automatic object replica mechanism. When application indicates changes of data members, it‘s automatically broadcasts changes to all affected clients. It alleviates huge burden for game application programmers.

Scoping for Scalability

InterGrafx game server allows application to use scoping mechanism to indicate subgroup of clients who need to be synchronized. It effectively reduces at least 50% synchronization messages floating over network.

 

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