Transcript Networks
Networks
Network Protocols
Peer-to-peer
Client-Server Configurations
Trust
Nov 27, Fall 2006
IAT 410
1
Networks
Required
for multiplayer games
3 Standard technologies
– Modems
– Ethernet
– Internet
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Internet
The
greatest thing since sliced bread
The savior of humanity
Will increase freedom and democracy
– Around the world
– In your neighborhood
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Internet User Protocols
TCP
– Connection
– Reliable
– Bytes arrive in order
they were sent
– Collects small packets
and transmits them
together
– Stream of bytes
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UDP
– Connectionless
– Unreliable
– Arbitrary arrival order
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TCP
Reliable
stream of bytes
– Implies the need for a “connection”
Connection
sets up data structures
– Hold incoming packets
– Hold outgoing packets
– Handle retransmits
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TCP Reliability
Each
packet does Send-ReceiveAcknowledge
Sender
Send
Receiver
Receive
Acknowledge
Sender
holds sent packet until ACK is
received
Sender retransmits if ACK takes too long
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TCP
One Send-Receive-Ack takes time
Overlay Sends and Acks
Maintain a queue in sender and receiver
Sender
Send
0
Receiver
1
0
2
1
0
3
2
1
3
2
Ack
Sender
3
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TCP Circular Queue -- Sender
Sends
data and Puts it in send queue
Sets timer on this queue item
If timer expires, and no ACK, re-send data
– Set another, longer timer
– Exponentially increasing time
When
ACK received
– If this queue slot is the oldest,
• Free the slot for new data
If
no queue space avail, sender app
waits!
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TCP Receive Queue
Receiver
maintains a queue the same size
as the sender’s
When a packet arrives, send ACK
If the packet is next in sequence
– Give it to application
Else
Keep it in queue
– Another, earlier packet is on its way
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TCP
If
no ACKS arrive for a long enough time
– Temporarily gives up
– Sends test packets
When
test packets get through
– Starts slow, builds up
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TCP Wrap-up
Connection sets up sequencing and queues
– Reliable arrival:
– Reliable order:
Retransmit
Sequence numbers
TCP bunches up data on 200ms intervals
– Minimizes overhead for small chunks of data
– This option can be turned off
TCP Has an “emergency” channel
– OOB Out Of Band
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UDP
Connectionless!
– No underlying data to maintain
Unreliable transmission
– If you lose a packet, it’s gone
– Network software must handle this
Out-of-order arrival
– Network software must handle that, too!
Fast
– When the port gets the data, the app gets it
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UDP
Packets
will drop!
– 1 in 5 over non-local connection
Have
to do your own re-send
Some packets are time sensitive
– Care little about the past ship location
No
header compression
– May end up with greater overhead than TCP
with PPP
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Game Architectures
Peer-to-peer
Client/Server
– One server per game
Floating
server
– One client is also a server
Distributed
server
– Multiple servers for large world
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Peer-to-Peer
Simple
version: Lockstep
– eg. Doom
– Each client transmits to other
– Wait for everyone to get data
– Proceed to next step
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Peer-to-Peer
Advantages
– Simple
– Nobody has to provide a server
• Including the Game’s authors!
– Good for turn-based games
with low bandwidth
– TCP
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Disadvantages
– Frame rate is that of
• Slowest machine
• Worst connection
– Hackable
– Not good for real-time
games
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Client/Server
Server
per game
– MUDs, Fireteam, NetTrek
– Someone must provide server ($$$)
• Possibly the game’s authors
– Less hackable
– Single point of failure
– Server must be big & well-connected
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Floating Server
Peer-to-peer
Server resolves the action
One peer is the server
– Unreal
• One player elects to be the server
– X-Wing vs Tie-Fighter:
• First player to enter session
– Starcraft
• Player with the CD
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Multiple Server
Many
machines coordinate service
– Ultima Online, Everquest, AOL
Used
for large virtual worlds
Everquest
– One server per game-geographic region
– Freeze on handoff affects game play
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What Data to Send?
Sending
entire world state is usually too
much
Can send just user actions
– Simulation engine does the same thing at each
client
– Pseudo-random numbers from same seed
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Sending User Actions-Problems
Any
error in engine
– Divergence in worlds
– Small error can lead to big divergence
X-Wing
vs Tie Fighter
– Created a resynchronize protocol
– Causes jumps
• Wrote smoothing algorithm for resynchs
Sim
City 2000 Network Edition
– Send checksums for world state each turn
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Prediction
Eg.
Unreal
Waiting for user inputs is too slow
Client does prediction
– Motion prediction
Server
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corrects things if client is wrong
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Prediction: Dead Reckoning
Eg. SIMNET (US Army Tank Simulator)
Each vehicle simulates own tank
Sends data every 5 seconds, updating
– Position, Speed, Acceleration
– Expected path
– Prediction violation criteria
Receiver simulates own tank
– AND simulates local copy of other tanks
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Dead Recokoning
Receiver
gets latest 5-second update
Updates own copy of other tanks
Predicts other tanks
– Using prediction data
– Until new data arrives
Each
simulator also sends update
– When own prediction violates own criteria
Assumes
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latencies < 500ms
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Dead Reckoning
Sim A
A’s Predicted
Path
Predict B
Sim B
Sim A
A’s Predicted
Path
B’s Predicted
Path
Predict A
Predict B
Transmit new prediction every
5 seconds
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Sim B
B’s Predicted
Path
Predict A
B Exceeds prediction:
predict again and
transmit
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Dead Reckoning:
Requirements
Data
structures for other entities
Model of entity behavior
– Vehicle speed, acceleration range, turn radius
– Responsiveness to commands
Situation
parameters
– Following a road
– Precomputed path (NPCs)
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Multiple Copies
Maintain
2 Data sets
Now
– Accurate self
– Predicted others
– “Zero” latency for self
Ground
Truth
– Accurate everybody
– Large latency for almost everybody
– 200-500ms ago
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Latency Issues
When
latencies get high
– Prediction gets worse and worse
Correcting
prediction errors may cause
visual jumps
– Easy to notice!
If
jumps are large enough
– Temporarily interpolate between wrong
prediction and the new correction
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Prediction Interpolation
Interpolated
Response
Real
Predicted
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Token Ownership
Some
games may allow distributed
ownership
– Ballistic simulation
– Shooter fires bullet
– Intended target receives the simulation
Sports
- eg. Tennis
– Player A hits ball
– Player B gets simulation token
– B simulates ball path from A’s racket
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Trust
“Never
trust the client”
Data on the user’s hard drive is insecure
– Diablo utility to modify character data
– Wrote patch to prevent hacking
• Throws out your stuff if there’s a time inconsistency
– Daylight savings nuked my stuff!
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Trust
Network
communications are insecure
NetTrek communications are encrypted
NetTrek also requires “blessed” client
– Servers have different policies on requiring a
blessed client
– Prevents robot players or assistants
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Trust -- Checksums
First
line of defense:
– Checksum of all packets
– Include header in checksum!
– Stops casual tampering
Hash
function
– Hard to compute source value from result
– MD5
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Checksums
Not
immune to:
– Code disassembly
– Packet replay
Packet
replay attack:
– Capture a legal packet, and re-send it more
frequently than allowed
– Client can restrict send frequency
– Server cannot reject high-frequency packets
• Internet bunch-ups are source of OK bunch-ups
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Combating Replay
Each
new packet client sends is different
– Add a pseudo-random number to each packet
– Not just sequence number!
– Client & Server match pseudo-random
numbers
Random
numbers
– Seeds must match!
– Dropped packets: include sequence number!
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Combating Replay
XOR
each packet with a pseudo-random
bit pattern
– Make sure the bit patterns are in sync!
– Based on previous synchronized pseudorandom numbers
Add
junk – Confuse length analysis
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Reverse Engineering
Remove
symbols
Put encryption code in with rest of
network stuff
Compute magic numbers:
– At runtime
– In server
Encrypt
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from the start!
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Lists Of Servers
Denial
of service:
– Send a packet to server-server saying
“I’m a server”
– Fake the IP return address with a random IP#
– Server-server adds “new server” to list
– Server may run out of memory storing
hundreds of thousands of fake servers
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List of Servers
Require
a dialog
– Server-list server responds with
• Password
• Keepalive interval
– Password must be given by attacker at the
correct time
– Works OK if client is not better connected!
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