Packet-loss simulation, latency etc and Shared Peer IDs is something I've wanted to implement myself! Very useful.

On 2013-04-30 15:24, Nuno Silva wrote:
As a follow up I meant that it would allow us to simulate packet drops and packet sending speed. Also allowing to simulate a % for packet drop and packet sending through some parameter to the Host would be just as good if it's too complicated!


On Tue, Apr 30, 2013 at 2:20 PM, Nuno Silva <[email protected] <mailto:[email protected]>> wrote:

    Also maybe some way to simulate different connection types so you
    could test your game without having to have those connections,
    this is mostly used in games but it would be very useful!


    On Tue, Apr 30, 2013 at 2:10 PM, Doug Warren
    <[email protected] <mailto:[email protected]>> wrote:

        Shared Peer ids: Unique IDs shared among all peers connected
        in a mesh connection.  This would enable you to route a
        message to another peer if there is no direct connection due
        to firewall rules.

        New packet type of best effort last message of a channel:  Any
        message for the channel would be unreliable but if we're
        sending a packet and the last acknowledged received sequence
        number is less than the last sent sequence number for that
        channel, a copy is sent anyway.  This could be used for
        frequently changing things like position but if there's room
        you'll get the most recent position anyway.

        Packet out of ordering metrics: Can be added now easily
        enough, I always like thinking in terms of the console TCRs of
        requiring 64k throughput, 10% packet loss, 2% packet out of order.


        On Tue, Apr 30, 2013 at 2:43 AM, Lee Salzman
        <[email protected] <mailto:[email protected]>> wrote:

            So, I'm just thinking in the back of my mind what sort of
            things would be desired in a hypothetical version 2.0 of
            ENet that broke API compatibility and so could do things
            that would otherwise not be possible in a 1.x release.

            That doesn't mean that a 2.0 is in the near future, but
            I'd like to get a dialogue going about it.

            Aside from IPv6 support, are there any other big things
            people would want that are none-the-less realistic and not
            overly complicated?

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