Broadband Access Networks WLAN coverage is usually quite
130 Networking and Online Games: Understanding and Engineering Multiplayer Internet Games The Internet Figure 8.4 Infrastructure wireless LAN Access to any of the channels supported by the AP is shared. That is, the same channel can support multiple users. However, since the channel has a maximum bit rate, (11 Mbps in 802.11b and 55 Mbps in 802.11g) increasing the number of users decreases the bit rate available to each user. 802.11 networks provide some support for mobility. Users can move from one AP network to another where the APs belong to the same Extended Service Set. However, handover between access points can be quite slow. WLAN has also experienced security and privacy problems [POTT2002]. Whether this is an important issue for game players is something that individual players and game system operators need to decide for themselves. However, in cases where games intersect with the real economy through professional games with prize money or where game artefacts can be sold for real money, security is certainly important. In general, security on 802.11 networks is weak. The original intention was to have security comparable to wired networks; the so-called Wired Equivalence Privacy (WEP). Unfortunately, because it is so easy to eavesdrop on wireless communication, a level of security appropriate for wired communication has proven to be unsatisfactory for wireless communication. Fortunately, the IEEE and the WiFi alliance have recognised this weakness and have released other solutions such as WPA and 802.1X, which provide a more satisfactory level of security. Shared communication in a wireless environment suffers a problem not experienced in wired communications; that of the hidden terminal. Shared media are usually managed through some kind of contention scheme. A station waits until the shared medium is idle and then, after a random amount of time, transmits onto the shared medium. If another station is also waiting to transmit, there will be a collision. This is usually managed through some random wait before transmitting again. Such a scheme is the basis of Ethernet. However, adapting this scheme to a wireless network is difficult. In a wired medium, a collision is easy to detect. The station monitors the signal it transmits and compares it with what actually appears on the medium. If they differ, then there has been a collision. Unfortunately, detecting collisions where a wireless medium is involved is much more complicated. Two stations may be within range of an AP but not within range
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