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#Actualhplus0603

Posted 26 September 2012 - 03:29 PM

Note that you only need to communicate with the servers you can see in the list, not with all servers in the list. This means that the GUI and the networking parts need to communicate to give a good experience to users.
Also, you typically want to send a ping packet for latency detection only seldom -- once every 5 seconds, for example. That will generate a lot less traffic than a user actually in a game.

If you're worried about 100,000 users all trying to measure ping to the same top 10 servers, yes, that wouldn't work so well. But neither would the game experience be very good if 100,000 users were all given the same 10 servers to choose from to join -- they'd all be full! (Btw: The "ping" packet could return information like "current map" and "number of playing/free slots")

#1hplus0603

Posted 26 September 2012 - 03:29 PM

Note that you only need to communicate with the servers you can see in the list, not with all servers in the list. This means that the GUI and the networking parts need to communicate to give a good experience to users.
Also, you typically want to send a ping packet for latency detection only seldom -- once every 5 seconds, for example. That will generate a lot less traffic than a user actually in a game.

If you're worried about 100,000 users all trying to measure ping to the same top 10 servers, yes, that wouldn't work so well. But neither would the game experience be very good if 100,000 users were all given the same 10 servers to choose from to join -- they'd all be full!

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