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
<[email protected] <mailto:[email protected]>> 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 <[email protected]
<mailto:[email protected]>> 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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