On Thu, Jan 17, 2019, at 7:40 PM, Adam Frisby wrote: > The first was the packet acknowledgement system, it relies on a lot of > arcane timing for it to work correctly,
I think this explains well over half the bugs I've ever seen in Second Life, OpenSim, and InWorldz altogether! I always knew there was some timing-related nonsense where there shouldn't be. ... "Nonsense" is me being polite; there's so much broken behaviour which so obviously depends on crazy timing when there is no need for crazy timing that it makes me angry! > That said, if you're really serious about redeveloping the protocol - > tweaking this one is not a good idea. There's a lot of good free options > - RakNet is now free and open source, for example, and is behind a *lot* > of games and MMOs. I'd *love* a viewer for OpenSim with a completely new protocol. I've been sure it would be a good idea for... oh... 10-12 years, but my health has never been good enough to start. My health has recently improved, but I'm only now at the point where I can start learning, so I've got nothing of value to offer yet. > Netcode is hard. Flee in terror. All code is hard, :) but yeah, networking programming is one of the (many) things which requires whole new ways of thinking. I recently learned of Spin and its language, Promela. "Spin is a tool for analyzing the logical consistency of concurrent systems, specifically of data communication protocols." More info here: http://spinroot.com/spin/Man/Manual.html Home page: http://spinroot.com/spin/whatispin.html I'd use it if I was working on something as big as virtual world client-server protocol. _______________________________________________ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users