The roundTripTime field should never be interpreted as a reliable all
purpose ping. It's solely for ENet's internal use. YMMV. Buyer beware.
Caveat emptor. Etc.

The best way to get an accurate ping for specific purposes it to implement
a ping tailored for that purpose. Send a time value to the other end, have
the other end send it back, check the difference, and do with it as you
will.

Lee

Ben Johnson wrote:
Does anyone know how I would get the actual ping to a peer in Enet?

I know you can get peer->roundTripTime.. but that's not the actual
ping. It's an averaged value over the last x seconds. It also seems to
start at 500 by default.. and because it's averaged, it takes a while
for it to settle down to the actual ping.

Thus.. when players join a game.. for the first 30seconds they warp
all over the place because when I extrapolate by the latency it moves
them forward by ~500ms, when the actual ping is like.. 50ms.

Also, in my server lobby when I want to ping all servers.. I either
have to wait for a few seconds until the ping levels out (seems
pointless), or I get a highly inaccurate ping of ~400 or so.


So surely there must be a way to get the raw, unaveraged ping of a
peer? The very most recent one.

Thanks,
Ben.
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