[ENet-discuss] ENet package broadcasting
Boris
bstih at zootfly.com
Wed Feb 25 06:34:45 PST 2009
Erik Beran wrote:
> I suggest reading the physics, network, and drop-in coop articles
> on http://gafferongames.com/ They will give you ideas and point you
> in the right direction.
>
> /Erik
>
> On Wed, Feb 25, 2009 at 12:28 PM, Nuno Silva
> <little.coding.fox at gmail.com <mailto:little.coding.fox at gmail.com>> wrote:
>
> 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
> <mailto: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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>
> 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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>
Hellow,
I found one interesting thing. I am sending packets every frame from PC1
to PC2. One packet holds an integer number representing index value of
packet or frame.
Packet 1 of frame 0 has index 0, Packet 2 of frame 1 has index 1, packet
3 of frame 2 has index 2, ... and so on.
When I call enet_host_service on the PC2 and lets say I am still on
frame 0, I receive a couple of packets from PC1 with index 0,1,2, and
some more. Why is that so.
I believe, when I want to send packets from PC2 to PC1 they are sent
when every packet from PC1 has arrived to PC2. Is this the way ENet
works? Do I have to set anything to tell ENet that when a packet
arrived, clear it from que or something.
What I am trying to do is, if I send one packet with index 0 on frame 0
from PC1, I want that only this packet is received on frame 0 on PC2.
I was thinking of premature returning from enet_host_service when data
arrived, but I am afraid that the stack overflow of qued packets will
occur.
Thank you again...
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