Hello,

I have been using DirectPlay from DirectX9 since 6 years in my games and have been pretty happy with it since then, except I cannot use it on Mac OSX.

So I've decided to give Enet a try and I just had a deep look at Protocol.c & .h .

DirectPlay gives a packet overhead of 4 bytes for unreliable & unsequenced messages. ENet overhead is 10 bytes (without the optional stuff) for this kind of messages.

In a general way, ENet protocol header always contains : peerID (on 9 bits) and dataLength on 16 bits. As far as I know, dataLength is already in the UDP header ( http://en.wikipedia.org/wiki/User_Datagram_Protocol ) and incomplete packets are dropped, so there's no need to have it within ENet header. peerID should be deducted from packet's sender IP & Port which are in ENetHost::receivedAddress .

That'd be already 3 bytes saved on each packet in all cases of use of ENet.

Moreover, I'm planning to remove ENetProtocolSendUnsequenced::unsequencedGroup which is not mandatory at ENet level (this is an arguable opinion ;) ), mainly because I already have the attached functionality in the high level part of my network code, but using less bits, so it's redundant and less effective at ENet level.
2 more bytes saved.

Lastly, if I understood the code correctly ENetProtocolSendUnsequenced::header::reliableSequenceNumber isn't needed (it's always set to 0), so that's 2 bytes wasted (only for unsequenced message case).

So we're now down to an overhead of 3 bytes = 1 byte for flag (in upper part of peerID, with 1 bit free) + 1 for command number (with 4 bits free) + 1 byte for channel ID. So I'm going to stuck the channel ID in the 4 free bits of the command bytes, and the overhead will be of only 2 bytes.

I'm not a network specialist, so maybe I got something wrong, so please let me know if I did something incorrect, especially if I overlooked something.

And globally, does it sound doable in a timely fashion ..? I hope to spend only a couple of days to do all of that.

But for now, I'm going to begin by converting my mid-level network code from DirectPlay to ENet, as it's the 1st step on the road..! ;-)

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