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다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법

Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games

  • 유종근 (한국산업기술대학교 게임공학과) ;
  • 김영식 (한국산업기술대학교 게임공학과)
  • Yoo, Jong-Kun (Dept. of Game and Multimedia Engineering, Korea Polytechnic University) ;
  • Kim, Youngsik (Dept. of Game and Multimedia Engineering, Korea Polytechnic University)
  • 투고 : 2015.09.09
  • 심사 : 2015.11.16
  • 발행 : 2015.12.20

초록

유니티 엔진 기반 다중 접속 온라인 게임에서는 통신 패킷 처리를 담당하는 네트워크 스레드와 게임 로직을 담당하는 메인 스레드를 분리해야 한다. 네트워크 스레드 간에 통신 패킷은 렌더링 속도 향상을 위하여 중복되는 패킷을 폐기할 필요가 있다. 본 논문에서는 유니티 엔진 기반 다중 접속 온라인 게임을 위한 네트워크 스레드 간 통신 패킷 폐기 기법을 제안한다. 제안하는 기법은 Partial Packet Discard 기법과 Periodic Packet Discard 기법을 혼합한 기법으로 네트워크 패킷을 큐로 관리하고 중복되는 패킷을 주기적으로 폐기하여 렌더링 속도를 향상시킨다. 제안하는 기법은 유니티 엔진 기반 다중 접속 온라인 게임의 다양한 패킷 발생 시뮬레이션을 통하여 렌더링 속도를 분석하고 효율성을 증명하였다.

In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.

키워드

참고문헌

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