![]() Through analysis and experimental evaluation, we reveal how different design choices influence the latency, reliability, overhead, and security of dataset synchronization. We show that (i) each Sync protocol can be characterized by its design decisions on three basic components - dataset namespace representation, namespace encoding for sharing, and change notification mechanism, and (ii) two or three types of choices have been observed for each design component. In this paper, we conduct a systematic examination of NDN Sync protocol designs, identify common design patterns, reveal insights behind different design approaches, and collect lessons learned over the years. A number of NDN Sync protocols have been developed over the last decade. Our proposed approach can keep up with current protocols which can be used for inter-server game state synchronization.ĭistributed dataset synchronization, or Sync in short, plays the role of a transport service in the Named Data Networking (NDN) architecture. Besides architectural benefits, network emulations show that our protocol increases the efficiency of data transport by utilizing network-level multicast. However, it allows building distributed systems that do not require a central server to work. Such a region-based synchronization mode is not possible to implement with existing protocols. In addition, this decoupling allows exchanging information about a geographical region, such as a game world, without knowledge of the other participants changing the world. This region-based naming scheme decouples world regions from servers which eases the management of the game server cluster and allows easier recovery after server failures. We use a hierarchic game world structure when requesting data that allows the network to forward requests to the responsible game server without directly addressing it. This means that requesting changes of a specific game world region becomes possible without knowing which game server is responsible for the requested region. The proposed Quadtree Synchronization Protocol applies NDN's data-centric nature to decouple the game world from the game servers hosting it. In this paper, we propose an NDN-based approach to synchronize game state in a server cluster, a task necessary to allow multiple players in large numbers to play in the same game world. ![]() The novel networking architecture Named Data Networking (NDN) inherently supports network-level multicast and packet-level security and thereby introduces promising features for online games. Online games are a fundamental part of the entertainment industry but the current IP infrastructure does not satisfactorily fulfill the needs of these services. We show through simulations that ChronoSync is effective and efficient in synchronization dataset state, and is robust against packet losses and network partitions. We implemented ChronoSync as a C++ library and developed two distributed application prototypes based on it. With the complete and up-to-date knowledge of the dataset changes, applications can decide whether or when to fetch which pieces of the data. ![]() Differences of the dataset can be inferred from the digests and disseminated efficiently to all parties. Using appropriate naming rules, ChronoSync summarizes the state of a dataset in a condensed cryptographic digest form and exchange it among the distributed parties. ![]() We propose ChronoSync protocol, which exploits the features of the Named Data Networking architecture to efficiently synchronize the state of a dataset among a distributed group of users. In supporting many distributed applications, such as group text messaging, file sharing, and joint editing, a basic requirement is the efficient and robust synchronization of knowledge about the dataset such as text messages, changes to the shared folder, or document edits. ![]()
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