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#Actualsavail

Posted 25 June 2013 - 07:21 AM

@Wooh: well yeah, that's a solution but it hardly appeals to me becouse it requires a lot of work on both sides of connection (the master server and peers). Maybe there's some algorithm which uses RTT values from each peer to match-making server and could calculate which client would be best regardless of server's  and peers' location?

@Waterlimon: Hmm, that seems like a lot of work to do as well, but I guess it's all necessary? Now I know why I load into some games so long :P.

 

Ok, so I have another question. To measure the RTT between each peer I have to send to each of them their addresses and ports, so Is that fine in the matter of security?


#3savail

Posted 25 June 2013 - 07:15 AM

@Wooh: well yeah, that's a solution but it hardly appeals to me becouse it requires a lot of work on both sides of connection (the master server and peers). Maybe there's some algorithm which uses RTT values from each peer to match-making server and could calculate which client would be best regardless of server's  and peers' location?

@Waterlimon: I haven't managed to read ur post before writing my own :P. Thanks Im gonna examine it now ^^


#2savail

Posted 25 June 2013 - 07:14 AM

@Wooh: well yeah, that's a solution but it hardly appeals to me becouse it requires a lot of work on both sides of connection (the master server and peers). Maybe there's some algorithm which uses RTT values from each peer to match-making server and could calculate which client would be best regardless of server's  and peers' location?


#1savail

Posted 25 June 2013 - 07:12 AM

well yeah, that's a solution but it hardly appeals to me becouse it requires a lot of work on both sides of connection (the master server and peers). Maybe there's some algorithm which uses RTT values from each peer to match-making server and could calculate which client would be best regardless of server's  and peers' location?


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