Scalable software architecture for distributed MMORPG traffic generation based on integration of UrBBaN-Gen and IMUNES

Published online: Dec 21, 2012 Full Text: PDF (1.86 MiB) DOI: 10.24138/jcomss.v8i4.163
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Valter Vasić, Mirko Sužnjević, Miljenko Mikuc, Maja Matijašević


We present a scalable software architecture for distributed traffic generation capable of producing Massively Multiplayer Online Role-Playing Game (MMORPG) packet flows in a statistically accurate manner for thousands of concurrent players. The main challenge, to achieve truly massive scale traffic generation, has been achieved by introducing kernel based virtualization, pioneered by the network simulator/emulator IMUNES, into the User Behaviour Based Network Traffic Generation (UrBBan-Gen, introduced in our earlier work). The UrBBan-Gen software architecture consists of four modules: Service repository, Control function and user interface, Behaviour process, and Traffic generation process. IMUNES has been integrated into the virtualization part of the Traffic generation process, which has resulted in two improvements: 1) increasing the number of generated packet flows while accurately replicating the required statistical properties, and, 2) introducing the ability to run various network scenarios in simulated, as well as real networks, under realistic traffic loads. With respect to the traffic generation capabilities of the previous version of UrBBan-Gen, which was based on Linux containers, the IMUNES based solution demonstrates higher scalability, lower packet loss rates, and lower CPU load for both the UDP traffic at high packet rate and “thin” TCP traffic flows typical for MMORPGs.

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