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Posted 01 February 2013 - 11:45 AM
Posted 03 February 2013 - 04:59 PM
Posted 07 February 2013 - 03:17 AM
Is this 'broadcast' a replicate send to the player list, or a real packet 'broadcast' which usually will only work within the local subnet (LAN party mode)??
If its a actual broadcast why not have Player 1 do the broadcast itself and cut out the middleman ?
If its packet replication then unless the server has a bigger pipe or is used because of punchthrough issues or IP priivacy then again Player 1 culd be sending its own replicated set of packets to each of the other players.
With a server in the middle (for whatever reason) Players 1s ACKs are between it and that Server and the forwarding/broadcast send is between the server and all the other players. Otherwise it too many delays and failure points and IP notifications etc..
Years ago I did a guaranteed UDP with a sliding window system and bitmapped ACK history on every packet sent the opposite direction
With packets indexed, if you see an ACK on the bitmap and there are previous ones (lower index #) not ACKED you can be pretty certain you will need to resend those unACKd packets again without a tiemout wait
Also remember that some data requires timely reception (like constant movement positions) and if lost will be replaced eventually (possibly quite soon) by replacement info. Stuff like that and Application controllable throttling is one of the reasons for customizing using UDP instead of just using TCP
Posted 07 February 2013 - 10:54 AM