cs4344 09/10 lecture 9: characteristics of networked game traffic
TRANSCRIPT
Lecture 9Characteristics of Networked Game
Traffic
22 March 2010
1
WebFile TransferBitTorrentSkype Calls
2
Understanding network traffic is crucial to traffic engineering
and protocol design
3
What are the characteristic of traffic generated by games?
4
data rate packet size
UDP or TCPpattern
5
Differences betweenRTSFPSRPG
?
6
Counter Strike
7
20,000servers
as of May 2002
8
3rdlargest source of UDP packets(behind DNS and RealAudio)
9
Centralized Architecture
10
32players supported
11
3minutes per round
12
30minutes per map
13
Traffic includes
state updatestext messages
voice:
14
How to collect packet traces?
15
Run own Counter Strike’s server
16
Collect packets over one week
17
5886different clients
18
500million packets analyzed
19
500million packets analyzed
20
21
22
542 kbps
mean out-going bandwidth
341 kbps
mean in-coming bandwidth
23
24
25
26
27
28
50 msperiodic broadcast from server
29
30
31
80.3average packet size in bytes
32
39.72average in-
coming packet size in bytes
129.51average out-going packet size in bytes
33
34
small packets(< 50 bytes)
35
periodic
36
predictable
37
Shen Zhou Online
38
39
20hours of traces
40
112,369connections
41
58terra bytes of data
42
43
36%of packets are
23bytes
52%of packets are
27bytes
44
45
46
7kbps of bandwidth on average
47
48
49
200 msperiodic broadcast from server
50
51
52
53
“flash crowd” effects
54
even smaller packets
55
small bandwidth
56
periodic
57
predictable
58
temporal locality
59
spatial locality
60