Atomic quake: using transactional memory in an interactive mulitplayer game Server
Visualitza/Obre
Cita com:
hdl:2117/9881
Tipus de documentText en actes de congrés
Data publicació2009
Condicions d'accésAccés obert
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Abstract
Transactional Memory (TM) is being studied widely as a new technique
for synchronizing concurrent accesses to shared memory data
structures for use in multi-core systems. Much of the initial work
on TM has been evaluated using microbenchmarks and application
kernels; it is not clear whether conclusions drawn from these
workloads will apply to larger systems. In this work we make the
first attempt to develop a large, complex, application that uses TM
for all of its synchronization. We describe how we have taken an
existing parallel implementation of the Quake game server and
restructured it to use transactions. In doing so we have encountered
examples where transactions simplify the structure of the program.
We have also encountered cases where using transactions
occludes the structure of the existing code. Compared with existing
TM benchmarks, our workload exhibits non-block-structured
transactions within which there are I/O operations and system call
invocations. There are long and short running transactions (200–
1.3M cycles) with small and large read and write sets (a few bytes
to 1.5MB). There are nested transactions reaching up to 9 levels
at runtime. There are examples where error handling and recovery
occurs inside transactions. There are also examples where data
changes between being accessed transactionally and accessed nontransactionally.
However, we did not see examples where the kind
of access to one piece of data depended on the value of another.
CitacióZyulkyarov, F. [et al.]. Atomic quake: using transactional memory in an interactive mulitplayer game Server. A: ACM SIGPLAN Symposium on Principles and Practice of Parallel Programming. "14th ACM SIGPLAN Symposium on Principles and Practice of Parallel Programming". Raligh, North Carolina: 2009. p. 25-34.
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