作者: Kaiwen Zhang , Bettina Kemme
DOI: 10.1109/SRDS.2011.13
关键词: Isolation (database systems) 、 Distributed computing 、 Computer science 、 Transaction processing 、 Server 、 Sequential game 、 Consistency model 、 Atomicity 、 Screening game 、 Consistency (database systems)
摘要: Massively Multiplayer Online Games are considered large distributed systems where the game state is partially replicated across server and thousands of clients. Given scale, engines typically offer only relaxed consistency without well-defined guarantees. In this paper, we leverage concept transactions to define models that suitable for gaming environments. We specific levels differ in degree isolation atomicity they provide, demonstrate costs associated with their execution. Each action type within a can then be assigned appropriate level, choosing right trade-off between performance. The issue durability fault-tolerance actions also discussed.