[ENet-discuss] ENet package broadcasting
Nuno Silva
little.coding.fox at gmail.com
Wed Feb 25 03:28:59 PST 2009
I'm by far not the smart one regarding networking, but i think it's about
you waiting for players to send their input that's making everything super
slow. The server should be independent from clients.
On Wed, Feb 25, 2009 at 7:41 AM, Boris <bstih at zootfly.com> wrote:
> Espen Overaae wrote:
>
>> Hello, and at the risk of sounding arrogant and condescending,
>>
>>
>>
>>
>>> Because of our fixed time step, we wait every client to send its input to
>>> every one. When data arrives, we update next frame.
>>>
>>>
>>
>> that is a bad idea,
>>
>>
>>
>>
>>> But the problem is that it takes way to long for data to arrive from
>>> client
>>> to server or vice versa.
>>>
>>>
>>
>> and that is why.
>>
>>
>>
>>
>>> So my question is, what could cause such big lag? The data can take even
>>> half a second to arrive. When sending text messages, or ping messages it
>>> appears to work properly. The data arrives with minimal delay.
>>> The size of input data that we are sending is about 120 bytes depends on
>>> amount of inputs pressed.
>>>
>>>
>>
>> I assume you're sending the packets over a LAN, since packets over the
>> internet often take as long as half a second to arrive. If you are,
>> then I have no idea what could be wrong, sorry.
>>
>>
>> Espen Overaae
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>>
>>
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>>
>> Hellow again, thank you for such quick reply.
>>
> Hellow again, thank you for such quick reply...
>
> Please elaborate your first statement.
>
> / Because of our fixed time step, we wait every client to send its input
>> to
>>
> />/ every one. When data arrives, we update next frame.
> /
> that is a bad idea,
>
> Why do you think this is a bad idea, do you have any other idea. I know
> that
> our idea is not cheat safe. But we see only this, as a major problem in our
> idea. And ofcoarse our code is for LAN only. Internet is another story.
>
> Thank you in advance...
>
>
>
>
>
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>
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