Network Programming Primer. Quiz Chapter 16
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1 Network Programming Primer Quiz Chapter 16
2 Distributed Computing Use for example in MMOs
3 Distributed System a collection of autonomous hosts that are connected through a computer network. Each host executes components and operates a distribution middleware, which enables the components to coordinate their activities in such a way that users perceive the system as a single, integrated computing facility. Emmerich
4 Requirements of Distributed Systems ò Transparency ò Location: users don t need to know where resources are ò Migration: processes/recourses may move without users knowledge ò Replication: users don t need to know how many copies of resources are distributed around the system ò Concurrency: users don t need to know or be affected by the load ò Failure: system hides failure points
5 Requirements of Distributed Systems ò Heterogeneity ò Resource Sharing: remote objects ò Scalability: use of load balancing, and leases ò Openness: easily extended and modified
6 Process Interaction: Client/ Server Server: A subsystem that provides a particular type of service to a priori unknown clients. ò Control functionally distributed among the various servers in the system ò Control of individual resources is centralized in a server ò Problems: Reliability/Availability, Scalability How do you solve these problems?
7 Clients invoke individual servers Client invocation invocation Server result Server result Client Key: Process: Computer:
8 Multiple servers Service Server Client Server Client Server
9 Proxy server Client Proxy server Web server Client Web server
10 Peer-to-Peer Communication Application Coordination code Application Coordination code Application Coordination code
11 Remote Objects ò What is a remote object: an object that is not in not local to the current process, i.e. does not exist in current process memory space
12 .NET Remoting
13 Remote Objects Design Requirement: ò Access to methods in remote objects should be transparent What you really want is: Call a remote object method: CalculateScore (playerobject); as if it is in the local space All other details should be handled by the middle layer
14 Object Activation & Lifetime ò Marshal by Reference ò CLR creates a proxy for the object ò Marshal by Value ò A copy of the object is sent to client ò Client controls the lifetime
15 Creating an Object ò Library.dll ò Example: namespace DiceGameLibrary { public class DiceGameLib : MarshalByRefObject { } }
16 Object Activation & Lifetime ò Well-Known: activated at the server ò Singleton (can hold state) ò one object for all clients ò Lifetime is leased based on usage (can be modified) ò Uses threads, so user needs to worry about synchronization issues ò SingleCall (better for replication and load balancing applications) ò One object for each call ò Client-activated ò ò Object is activated for each client Can hold state for each client
17 An Example : Server TcpChannel channel = new TcpChannel(13101); ChannelServices.RegisterChannel (channel); RemotingConfiguration.RegisterWellKnownServiceType ( typeof(dicegamelibrary.dicegamelib ), "MyURI.rem", WellKnownObjectMode.Singleton ); Console.WriteLine ("Server Started. Press Enter to end "); Console.ReadLine ();
18 An Example : Client TcpChannel channel = new TcpChannel(); ChannelServices.RegisterChannel (channel); Object remoteobj = Activator.GetObject ( typeof (DiceGameLibrary.DiceGameLib ), "tcp://localhost:13101/myuri.rem"); mygamestateobject = (DiceGameLib) remoteobj;
19 Channels ò HTTP Channel ò By default uses SOAP formatter Using System.Runtime.Remoting.Channels; HttpChannel channel = new HttpChannel (portnumber); ChannelServices.RegisterChannel (channel); ò TCP Channel ò By default uses binary formatter Using System.Runtime.Remoting.Channels; TcpChannel channel = new TcpChannel (portnumber); ChannelServices.RegisterChannel (channel);
20 Remote Objects Example
21 Server
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23 Client
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26 Library
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29 Assignment 5 Use your Tetris example and add a multi-player component. The design of this is up to you. You can use a co-operative or competitive design to your multi-player game. The basic requirements are: ò ò ò ò Implement asynchronous multi-player component (using remote objects or sockets) (4 points) Document describing the design of the system and justification for the chosen methods, e.g. remote objects or serialization (2 points) Architectural design and style (exception handling) (2 points) Document with the new architecture showing the class hierarchy, class interaction, and threading in UML (2 points)
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