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Taurian

Member Since 11 Sep 2012
Offline Last Active Feb 27 2013 11:33 AM

Posts I've Made

In Topic: Quick UDP Questions for D!mb@sses

28 January 2013 - 04:55 PM

I'm just wondering if this is possible. In my testing, im seeing a lot of packets lost. Because of the insane amount of packets being sent per second, I'm wondering if this is UDP blocking i've been reading about? Could it be something else?

CPU usage is down, so is network usage.

It only comes up when sending a 60 byte packet to 20 people each second.

In Topic: Quick UDP Questions for D!mb@sses

20 January 2013 - 03:35 PM

The messages I'm sending in this case are really combat only related messages. So I guess I have to ask myself if a message like that doesn't get there,  "Is that even a problem?"

 

In these messages, i'm just sending "Player A Fired Weapon B", and small data related that that projectile.

 

I'm already sending "Player Died" via TCP, so that should be ok.

 

So let me recap:

  • The UDP Server Receives a Message
  • It then relays the message 5 times to 1k people (We're looking at two different loops, one apparently large, scary stuff to me)

And I need to make sure the Server's connection can handle that. I'm certainly worried about how long it'll take to go through a loop like that. But from what I've learned in this topic, it's the only way when dealing with UDP.

 

Let me know if you have any additional thoughts, and thanks again for the eye opener.


In Topic: Quick UDP Questions for D!mb@sses

20 January 2013 - 02:28 PM

Hey thanks for the link and the tip about the MTU Limit. Would you happen to have any links that describe how to:

  • Detect that a packet was not Sent.
  • Send another one after such an event.

Basically the whole idea of how to deal with "Packet Loss" in UDP in general. (C# Preferably)

 

I read somewhere that you can include a number in the packet, some kind of ID number.

 

I do appreciate the clarification on this. :)


In Topic: Quick UDP Questions for D!mb@sses

20 January 2013 - 12:35 PM

So I'll more than likely need a way to Authenticate those packets, so I think you're right, a Client/Server model is the way to go anyway. Thanks for the wealth of information again StarbaseCitadel. Will really help me to make a great game.


In Topic: Quick UDP Questions for D!mb@sses

19 January 2013 - 10:28 PM

Hey StarbaseCitadel,

 

Thanks for the in depth responses. Will really come in handy going forward.

 

Quick Follow Up:

My application is relatively small, the largest packet is about 100 bytes. I don't see it getting larger anytime in the future.

  • If each room has about 1,000 people (I know, unlikely), and I send that packet each second, that's about 781.25 Kbps right?
  • Is it fair to assume most clients should be able to handle something like that? Or should I shift my focus to a dedicated server. Clients send their signal once to that server. And that server does the relay/loop?

 

I guess my question is at what point should a UDP Dedicated server come into play?

 

Thanks,

 

-T


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