Precisely. Except for the documented exception of mods that have too many
server CVars and exceed the MTU for the "rules" reply, all the queries and
replies for Half-Life are well within the limit for almost all
configurations. There shouldn't be any need to worry about packet splitting
because of this, even in the case of master server query replies (as the
list is broken down into subsequent queries automatically by the server).

----- Original Message -----
From: "botman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, January 02, 2003 3:42 PM
Subject: Re: [hlcoders] Sending commands to HLDS


> > I've never had any problems with Winsock's handling of packets when
> > communicating with Half-Life servers. The connections mentioned here are
> > all one-shot, limited length UDP queries and responses; there's no
reason
> > why anyone should be concerned about how Winsock packetizes the
> > information for this purpose.
>
> TCP/IP will typically preserve the size of a packet as long as the packet
> length doesn't exceed the MTU of the devices passing the packet along
> (hosts, routers, switches, etc.).  Many devices use a 1400 byte limit for
> the MTU.  Any packets larger than this can be split into multiple packets.
> IP will preserve the sequence of these packets and reassemble them in the
> correct order when they reach the destination (even if the packets take
> different paths to the destination and the first packet arrives at the
> destination after subsequent packets have arrived).  UDP does NOT do this.
> UDP will not re-sequence packets and preserve their original structure.
It
> is up to the sending/receiving applications to deal with this problem.
>
> As long as you aren't sending/receiving packets larger than 1400 bytes,
you
> will probably never notice this problem.  As soon as you start
> sending/receiving packets larger than 1400 bytes, you will need to deal
with
> this problem.
>
> Jeffrey "botman" Broome
>
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