• Title/Summary/Keyword: 서버 부하 분산

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An Efficient Partitioning Scheme for Load Balancing of MMOG Servers (MMOG 서버 부하의 균등화를 위한 효과적인 분할)

  • Jang, Su-Min;Yoo, Jae-Soo
    • Annual Conference of KIPS
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    • 2007.05a
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    • pp.16-19
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    • 2007
  • MMOG 게임은 온라인 서비스들 중에 중요한 부분을 차지하고 있다. 최근에는 네트워크를 통한 온라인 서비스를 이용하는 사용자들의 증가로 인해 서버에 부하가 가중되고 있다. 본 논문에서는 이와 같은 문제를 해결하기 위하여 효과적인 분할방법을 통하여 서버의 부하를 낮추는 방법을 제안한다. 제안하는 방식은 많은 사용자들을 위한 분산 게임서버에 효과적인 해결책을 제공한다.

A Study on the MMORPG Server Architecture Applying with Arithmetic Server (연산서버를 적용한 MMORPG 게임서버에 관한 연구)

  • Bae, Sung-Gill;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.39-48
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    • 2013
  • In MMORPGs(Massively Multi-player Online Role-Playing Games) a large number of players actively interact with one another in a virtual world. Therefore MMORGs must be able to quickly process real-time access requests and process requests from numerous gaming users. A key challenge is that the workload of the game server increases as the number of gaming users increases. To address this workload problem, many developers apply with distributed server architectures which use dynamic map partitioning and load balancing according to the server function. Therefore most MMORPG servers partition a virtual world into zones and each zone runs on multiple game servers. These methods cause of players frequently move between game servers, which imposes high overhead for data updates. In this paper, we propose a new architecture that apply with an arithmetic server dedicated to data operation. This architecture enables the existing game servers to process more access and job requests by reducing the load. Through mathematical modeling and experimental results, we show that our scheme yields higher efficiency than the existing ones.

Distributed Server based Data Management and Device Control Scheme for Efficient IoT Service in Smart Building (스마트 빌딩에서의 효율적인 사물인터넷 서비스를 위한 분산 서버 기반 데이터 관리 및 제어 기법)

  • Choi, Sang-Il
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.547-550
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    • 2017
  • With the deployment of Internet of Things (IoT) services, the interest of smart building management system is rapidly increased. However, existing smart building management system has some limitations such as single point of failure, scalability, processing delay by using the centralized service platform server. To overcome these limitations, in this paper, the distributed server based smart building management scheme is proposed. In the proposed scheme, it is possible to provide fast and efficient IoT services, regardless of the scale of smart building, by using the distributed server of each floor. From the numerical analysis, it is shown that the proposed scheme provides better performance than the existing centralized scheme in terms of stability of database and service processing delay.

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A Study of Distributed Server Management Using Multi-Agent System (멀티에이전트를 이용한 분산 서버 관리 방법에 관한 연구)

  • Park, Min-Woo;Joo, Won-Kyun;Choi, Gi-Seok;Kim, Jae-Soo
    • Annual Conference of KIPS
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    • 2012.11a
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    • pp.314-316
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    • 2012
  • 최근 클라우드 서비스를 위한 가상화 서버가 많아 졌다. 사용자 측면에서는 독립적인 환경의 자원을 할당받아 자율성이 보장된 서비스를 구현할 수 있다. 서버 관리적 측면에서 보면 복잡성이 늘어나게 된다. 이를 효율적으로 하기 위해 서버의 정보와 환경설정을 쉽고, 유연하게 할 수 있어야 한다. 전체적인 IT 자원관리 측면에서 독립적으로 운영되는 서버도 관리가 필요하다. 이러한 가상서버와 비가상 서버의 정보 수집, 정보 배포, 관리를 위해 방법으로 멀티에이전트 시스템을 이용하고 중앙집중식 관리를 도메인 단위로 관리하여 부하 분산을 하여 데이터를 처리 할 수 있도록 시스템을 설계한다.

MMORPG Distributed Game Server using 2Layer-Virtual Cell (2Layer-Virtual Cell 방식을 이용한 분산 MMORPG게임서버)

  • Jang, Su-Min;Park, Yong-Hoon;Yoo, Jae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.189-192
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    • 2006
  • An important application domain for online services is an interactive, multiplayer game. in recent, many increase of users that use on-line services through networks have caused a heavy load to the server. In this paper, we propose a MMORPG distributed game server using 2Layer-Virtual Cell. Our method provides more effective solution of MMORPG distributed game server for large numbers of users.

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A Distributed VOD Server Based on Virtual Interface Architecture and Interval Cache (버추얼 인터페이스 아키텍처 및 인터벌 캐쉬에 기반한 분산 VOD 서버)

  • Oh, Soo-Cheol;Chung, Sang-Hwa
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.734-745
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    • 2006
  • This paper presents a PC cluster-based distributed VOD server that minimizes the load of an interconnection network by adopting the VIA communication protocol and the interval cache algorithm. Video data is distributed to the disks of the distributed VOD server and each server node receives the data through the interconnection network and sends it to clients. The load of the interconnection network increases because of the large amount of video data transferred. This paper developed a distributed VOD file system, which is based on VIA, to minimize cost using interconnection network when accessing remote disks. VIA is a user-level communication protocol removing the overhead of TCP/IP. This papers also improved the performance of the interconnection network by expanding the maximum transfer size of VIA. In addition, the interval cache reduces traffic on the interconnection network by caching, in main memory, the video data transferred from disks of remote server nodes. Experiments using the distributed VOD server of this paper showed a maximum performance improvement of 21.3% compared with a distributed VOD server without VIA and the interval cache, when used with a four-node PC cluster.

A New Conference Information Data Model in SIP based Distributed Conference Architecture (SIP 기반 분산형 컨퍼런스 구조에서의 새로운 컨퍼런스 정보 데이터 모델)

  • Jang, Choon-Seo;Lee, Ky-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.5
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    • pp.85-91
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    • 2009
  • The centralized conference architecture has a restriction in scalability due to the performance reduction as the number of conference participants increases. To solve this problem several distributed conference architectures have been studied recently. In these architectures new conference servers are added dynamically to the conference environment. In this paper, We have proposed a new conference information data model which can be used in these distributed conference architectures. In our newly proposed conference information data model. several components has been added for exchanging conference information between primary conference server and multiple secondary conference servers. We also proposed a procedure of conference information exchange between these conference servers. And the management of conference informations and SIP(Session Initiation Protocol) notifications to the total conference participants can be processed distributedly with these conference servers, therefore the load to the primary conference server can be decreased by using this method. The performance of our proposed model has been evaluated by experiments.

Load Distribution Policy of Web Server using Subsequent Load and HTTP Connection Time (잠재 부하 정보와 HTTP 연결의 에이징을 통한 HTTP 연결 스케줄링 알고리즘)

  • Kim Si-Yeon;Kim Sungchun
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.717-721
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    • 2005
  • With HTTP/1.0, a single request means a single HTTP connection so that the granular unit of dispatching is the same as real load. But with persistent HTTP connection, multiple requests may arrive on a single TCP connection. Therefore, a scheme that dispatches load at the granularity of individual requests constrains the feasible dispatching policies In this paper we propose a new connection dispatching polity for supporting HTTP/1.1 persistent connections in cluster-based Web servers. When the request of a base html file arrives, the dispatcher gets the subsequent load arriving on that connection using the embedded objects information. After the dispatcher stores the load information in Load Table, the dispatcher employs the connection aging strategy on live persistent connections on the passage of time. The results of simulation show about $1.7\%\~16.8\%$ improved average response time compared to existing WLC algorithm.

A Load Balancing Technique Based on the Dynamic Buffer Partitioning in a Clustered VOD Server (동적 버퍼 분할을 사용한 클러스터 VOD 서버 부하 분산 기법)

  • Kwon, Chun-Ja;Choi, Hwang-Kyu
    • Annual Conference of KIPS
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    • 2002.04a
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    • pp.217-220
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    • 2002
  • 본 논문은 클러스터 기반의 VOD 서버에서 동적 버퍼 분할을 이용한 새로운 부하 분산 기법을 제안한다. 제안된 기법은 사용자 요청을 처리하는 서비스 노드간의 버퍼 성능과 디스크 접근 빈도를 고려하여 전체 부하를 고르게 분산하도록 한다. 또한 동적 버퍼 분할 기법은 통일한 연속매체에 접근하려는 여러 사용자에게 평균 대기시간을 감소시킬 수 있도록 버퍼를 동적으로 분할한다. 시뮬레이션을 통한 성능분석 결과에서 제안된 기법은 기존의 기법보다 부하량을 적절히 조절하면서 평균 대기시간을 감소시키고 각 노드의 처리량과 병행 사용자 수를 증가시킴을 보인다.

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A Study on Efficient Certificate Status Validation Scheme in Distributed OCSP (분산 OCSP에서 효율적인 인증서 상태 검증 기법에 대한 연구)

  • Hong, Sung-Ock;Kim, Kyoung-Ja;Chang, Tae-Mu
    • Annual Conference of KIPS
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    • 2004.05a
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    • pp.1107-1110
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    • 2004
  • PKI(Public key Infrastructure)기반에서 CA(Certificate Authority)는 사용자를 인증하기 위해서 인증서를 생성하고, 인증서의 상태를 검증하기위해서 CRL(Certificate Revocation List)를 발행하여 인증서 취소 상태를 확인하도록 한다. CRL을 사용할 경우 사용자의 증가로 인하여 CRL의 크기가 증가 함으로써 많은 부담과 실시간 처리가 어렵다. 이와 같은 단점을 보안하기 위해서 최근에는 실시간 처리가 가능한 OCSP(Online Certificate Status Protocol)방법이 제안되었지만 이 또한 사용자의 급증으로 하나의 OCSP 서버에 집중화 됨으로써 OCSP 서버의 부하가 많이 생긴다. 본 논문에서는 집중 OCSP 서버에서 생기는 부하를 줄이기 위해 여러 개의 OCSP 서버를 두고, 각 OCSP 서버의 응답 처리 시간을 빠르게 하기 위해서 CA가 실시간으로 인증서 취소 정보를 해당 OCSP 서버에게 분배하여 전달하고 Front Server를 둠으로써 각 OCSP의 Load를 모니터링하여 부하가 적게 걸린 OCSP에게 인증서 상태 검증을 함으로써 신뢰성과 각 OCSP 서버의 부하를 줄이는 방안을 제시한다.

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