Statistics: Posted by rootbeer23 — 28 Oct 2014, 06:18
Statistics: Posted by Crotalus — 27 Oct 2014, 08:02
Statistics: Posted by rootbeer23 — 27 Oct 2014, 05:30
net_AckDelay25 ms , Number of milliseconds to delay before sending ACKs
net_Lag Lag, 500 ms Input command lag
net_MaxBacklog, 2048 bytes, Maximum number of bytes to backlog to any one client
net_MaxResendDelay 1000 ms, Maximum number of milliseconds to delay before resending a packet
net_MaxSendRate, 2048bytes, Maximum number of bytes to send per second to any one client
net_MinResendDelay, 100 ms, Minimum number of milliseconds to delay before resending a packet
net_ResendDelayBias, 25 ms, The resend delay is ping*new_ResendPingMultiplier+net_ResendDelayBias
net_ResendPingMultiplier, 1.00, The resend delay is ping*new_ResendPingMultiplier+net_ResendDelayBias
net_SendDelay, 25 ms, Number of milliseconds to delay before sending Data
Statistics: Posted by Crotalus — 27 Oct 2014, 05:27
Statistics: Posted by Sheeo — 27 Oct 2014, 04:40
Statistics: Posted by rootbeer23 — 27 Oct 2014, 04:22
Statistics: Posted by Sheeo — 27 Oct 2014, 03:09
Statistics: Posted by rootbeer23 — 27 Oct 2014, 02:52
Ze_PilOt wrote:I won't explain how FA networking is working. It's peer to peer, nothing fancy.
But I will explain how Blizzard does it.
It's peer to peer with a centralized server.
Like FA, the sim is computed in each client. But instead of sending your commands to all others players, it send your command a single time to the server, and that server dispatch them to all other client.
Meaning that for a 4v4 game, in FA you need to send your commands to 7 players, in starcraft2 you only need to send it to one.
In both cases, you receive 7 commands.
Blizzard way of doing thing is solving the upload problem (download is rarely the limitation here).
Statistics: Posted by Sheeo — 27 Oct 2014, 02:45
Statistics: Posted by rootbeer23 — 27 Oct 2014, 02:28
Statistics: Posted by Cuddles — 23 May 2014, 16:31
Sheeo wrote:
Also I don't see any meaningful strings in MP_CNT or MP_ANS packets. Do you have any idea about compression, and how it's used if turned on? (Compression byte in test data seems to be 1)
Sheeo wrote:
That was a side effect of having quotechar='d' in there, as the datareader would tread the "d" in data as being a quote delimiter.
Statistics: Posted by neruz — 17 Apr 2014, 14:44
#tshark -n -r test.pcap -T fields -Eheader=y -Eseparator=, -e frame.number -e frame.len -e data > test.csv
with open('test.csv', 'rU') as csvfile:
datareader = csv.DictReader(csvfile, delimiter=',', quotechar='d')
for row in datareader:
data = binascii.unhexlify(row["packet"])
print _PacketType(data)
neruz wrote:
* You'll have to rename the last "data" field in the generated file, python doesn't seem to like it...
datareader = csv.DictReader(csvfile, delimiter=',', quoting=csv.QUOTE_NONE)
Statistics: Posted by Sheeo — 16 Apr 2014, 09:01
Anaryl wrote:
No the assumption is correct. Ounce of prevention worth a pound of cure - instead of retransmitting packets through several layers of complexity - FAF then a proxy, then a multicast - it's far simply to educate users on how to correctly configure their hardware. The proxy does function very well as a failsafe.
Anaryl wrote:In any case, we're not talking about proxying for the sake of improving connectivity, but for the sake of improving overall throughput by eliminating the n^2 double-ack messages currently required by the protocol.
Didn't see this ... over the web ... I don't think you would get the same benefit as you would in a campus level network where this kind of protocol would see the most action and where bandwidth wasn't so much the issue.
Anaryl wrote:
As as far as I can tell from the protocol standards is that it works like a smart broadcast - well as a smart broadcast on single networks.
Anaryl wrote:
Crossing the web is far more complex - you'd be required to have every hop support multicasting for one, you'd need a 'virtual server' in a sense - to act as the caster essentially . In my experience communicating with clients inside a VPN hurts performance for FA - pretty much anything that reliably retransmits your packet is going to hurt - judging from the horrible effect the Great Firewall has on FA performance, any kind of packet filtering seems to hurt. If you are implementing it as an extra server it will hurt - and it's really just doing what the game does already...
Statistics: Posted by Sheeo — 15 Apr 2014, 23:25