Ping is what most, if not all games use to determine client-server 'distance'. The number of hops doesn't say anything since the hardware involved can be different greatly, resulting in processing times that vary in many magnitudes. The only way to be sure is to use ping, which is in fact relatively stable in practice. Keep pinging as things progress so you always update the latest ping time (taking care to avoid spikes, so slowly progressing ping time to a stable value). Don't just calculate ping time once. I would not know of any method that relates X hops to any useful time value. If one route is 9 hops, the other 20, it's certainly not sure whether one is faster than the other... Ruud
_____ Van: [email protected] [mailto:[email protected]] Namens Jay Sprenkle Verzonden: Monday, January 11, 2010 14:12 Aan: Discussion of the ENet library Onderwerp: Re: [ENet-discuss] icmp/tracert/discovering network topology? I would think the actual ping time would not be that useful. It would vary considerably over time. What I was thinking was the length of the route in routed hops, not physical distance, was what I needed to sort by. These might measure roughly the same thing but physical organization only needs one measurement. On Mon, Jan 11, 2010 at 3:37 AM, Ruud van Gaal <[email protected]> wrote: Hi, Isn't the ping time more important? In that case, keep ping times on the server (probably already done by ENet, search the ENetPeer class) and get the list from the server ordered by ping. I wouldn't say the distance in computers is of much use for most situations. Cheers, Ruud _____ Van: [email protected] [mailto:[email protected]] Namens Jay Sprenkle Verzonden: Sunday, January 10, 2010 20:09 Aan: Discussion of the ENet library Onderwerp: [ENet-discuss] icmp/tracert/discovering network topology? Good morning, I'm considering adding some extra features to my enet based peer to peer application. I'd like the main server to be smart enough to discover which peers have the shortest connection path to each other. When a peer requests a list of other peers to connect to then the server can deliver an optimal list. The only way I could think of to implement this would be to do a tracert to each peer and sort the list of peers by what common paths they share. Has anyone done icmp packets with enet? I know it's not it's intended function but it doesn't seem like it would be difficult to hack together. If anyone has any better ideas on how to implement this I'd love to hear them. Thanks! Have a good weekend _______________________________________________ ENet-discuss mailing list [email protected] http://lists.cubik.org/mailman/listinfo/enet-discuss -- Cause united breaks guitars http://www.youtube.com/watch?v=5YGc4zOqozo
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