首页> 外文会议>Proceedings of the IASTED international conferences on informatics 2010 >A DECENTRALISED SYNCHRONISATION APPROACH FOR COMPLEX HIERARCHICAL MODELS OF VIRTUAL WORLDS
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A DECENTRALISED SYNCHRONISATION APPROACH FOR COMPLEX HIERARCHICAL MODELS OF VIRTUAL WORLDS

机译:虚拟世界复杂层次模型的分散式同步方法

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Splitting and executing different parts of a system with thernhelp of a set of dedicated servers is the most widely usedrntechnique for making it scalable. However, it introducesrnsynchronisation issues and requires special attention. Synchronisationrnis extensively investigated for parallel and distributedrnsystems and generally centralised or distributed approachesrnare used to obtain a consistent view of a system.rnCentralised methods are easy to implement and achievernprecise synchronisation but are not scalable. On the otherrnhand, distributed methods are difficult to manage and introducernpotential communication overhead. They also introducernlonger delays due to dependencies among componentsrnat different levels when used with conservative strategiesrnand complex hierarchical models. In this paper, wernpropose a fully decentralised synchronisation mechanismrnto maintain a consistent view of a virtual world. It greatlyrnreduces communication overhead by restricting a serverrnsimulating a region to synchronise itself with the serversrnexecuting regions sharing boundaries (we define them asrnadjacent regions) with it. It maintains traditional synchronisationrnconstraints. The proposed mechanism is illustratedrnwith the help of simple scenarios and an abstract model isrnused to compare it with traditional approaches. It is demonstratedrnthat number of intermediate points among serversrnand thus complexity and delay in traditional approaches increasernsignificantly with an increase in number of levels inrna hierarchy.
机译:在一组专用服务器的帮助下,分割和执行系统的不同部分是使系统可伸缩的最广泛使用的技术。但是,它引入了同步问题,需要特别注意。同步对并行和分布式系统进行了广泛的研究,通常使用集中式或分布式方法来获得系统的一致视图。集中式方法易于实现且无法实现精确的同步,但不可扩展。另一方面,分布式方法难以管理并且引入潜在的通信开销。当与保守策略和复杂的层次模型一起使用时,由于不同级别的组件之间的依赖性,它们还会引入更长的延迟。在本文中,我们提出了一种完全分散的同步机制,以维持对虚拟世界的一致看法。它通过限制服务器模拟区域以使其自身与服务器同步来执行共享边界(我们将它们定义为相邻区域)的区域,从而大大减少了通信开销。它保持了传统的同步约束。借助简单的场景对所提出的机制进行了说明,并使用抽象模型将其与传统方法进行了比较。事实证明,随着层次结构级别的增加,服务器中间点的数量以及传统方法的复杂性和延迟都显着增加。

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