Net-Z Specifications
HIGH-LEVEL FUNCTIONALITY
Duplicated Objects • automatic duplication • object migration • fault-tolerance toggle • remote creation/destruction • remote method calls • dataset data types - int, char, float, string, array, custom, etc. • dataset update policies - constant, extrapolated, upon request, unreliable, reliable, custom, etc.
Dead reckoning (data extrapolation) • error thresholds - constant - distance-based • adjustable parameters - tracking and convergence • continuity breaks • local corrections • custom dead reckoning - custom dataset properties - multiple update filters
Object load balancing • load distribution across stations
Voice for Quazal Net-Z • LPC10, OpenLPC, GSM, user plug-in
SyncSim for Quazal Net-Z • debugger • automatic breakpoints, • input logs • output to any device (memory, file, host, etc.) • replay capabilities (record, playback) • checksum controls (internal, simulation, up to 5 user-defined) • packet processing (ordering, sequencing, bundling) • deterministic simulation clock • deterministic random number generator • automatic pacing for coherent frequency • steps bundling to prevent frame locks • input delay automatically adjusted within user-defined boundaries
Operation security • SafetyExecutive ensures that operations are not called incorrectly
General features • integrates with existing class hierarchy • single and multithreaded models • user-defined classes and attributes
| LOW-LEVEL PROTOCOLS • reliable UDP transport • Kerberos-based authentication • customizable transport settings • optional user-defined protocol
Message protocol • data compression - LZRW1, LZSS, Splay Tree, user plug-in • data encryption - RC4, user plug-in • cryptographic checksums - MD5, UMAC, HMAC, CRC, user plug-in • marshalling/demarshalling - across any platform • bundling • packet transmission - routing and broadcast
DEVELOPMENT
Simulation and testing • object monitor tool • network emulation - input and output bandwidth - latency and jitter • performance counters - dataset and transport • event and trace logging
Topologies • client/server • peer-to-peer • hybrid
Game management • session fault tolerance • lobby services - interfaces with Quazal and 3rd party • station and client authentication • session discovery protocol • global time synchronization
Fully source coded framework • real-time 3D
TARGET PLATFORMS PlayStation® 2 PlayStationÆ Portable (infrastructure and ad-hoc) PlayStationÆ 3 XboxÆ XboxÆ 360 Microsoft WindowsÆ Linux* Mac OS X* |
