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My Server/Client lagging crazy

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#1 Johannes1991   Members   

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Posted 18 January 2012 - 09:53 AM

I've been playing around with winsock now from time to time and i decided to make a test server and client. I got the server up and going and the client works aswell. But there's a delay of 1 - 2 secs, just now i'm only sending the positions back and forth.

First when i used send() i set the len paramter with sizeof(package). But it made my client side unstable. But when i set a constant size it became very stable.

The code is in c++,

Server code,(process package is in the client too):
bool Server::Initialize_Server(UINT MaxClients)
{
this->MaxClients = MaxClients;
ClientAddresses = new sockaddr_in[MaxClients];
ClientSockets = new SOCKET[MaxClients];
AddressSize = sizeof(sockaddr_in);
NumberOfClients = 0;
if(WSAStartup(MAKEWORD(2,2), &Winsock) == WSAVERNOTSUPPORTED)
{
  cout << "\n\nCouldn't Start Winsock\n\n";
  WSACleanup();
  return false;
}

HostSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if(HostSocket == INVALID_SOCKET)
{
  cout << "\n\nServer Socket Couldn't Be Created\n\n";
  WSACleanup();
  return false;
}
ZeroMemory(&HostAddress, sizeof(sockaddr_in));
HostAddress.sin_family = AF_INET;
HostAddress.sin_port = htons(PortNumber);
HostAddress.sin_addr.s_addr = INADDR_ANY;
if(bind(HostSocket, (sockaddr *) &HostAddress, sizeof(sockaddr_in)) != 0)
	{
  int i = WSAGetLastError();
  cout << "Couldn't Bind Socket";
  WSACleanup();
		return false;
	}
if(listen(HostSocket, MaxClients) != 0)
	{
  cout << "Couldn't Listen To Socket";
  WSACleanup();
		return false;
	}
u_long iMode = 1;
ioctlsocket(HostSocket, FIONBIO, &iMode);
MultiPlayer_1();
return true;
}
void Server::Process_Packages()
{
int PackageSize, PointerPos;
char* tempPackage;
for(int i = 0; i < NumberOfClients; i++)
{
  PointerPos = PackageSize = 0;
  ZeroMemory(Buffer, BufferSize);
  PackageSize = recv(ClientSockets[i], Buffer, BufferSize, NULL);
  while(PointerPos < PackageSize)
  {
   char PackageID = *((char *) (Buffer + PointerPos));
   switch(PackageID)
   {
   case PackageID_Player:
	{
	 //tempPackage = Network_Stuff.Check_Complete_Package(sizeof(GroupUnitInfos_Package), &PackageSize, 512, &PointerPos, (char *&) *Buffer);
	 if(!Check_Package_Whole(&ClientSockets[i], &PointerPos, sizeof(Player_Package), &PackageSize, tempPackage))
	 {
	  Player_Package* temp = (Player_Package *) tempPackage;
	  Player* tempPlayer = (Player *) GameData.ObjectList[temp->Player_ID];
	  tempPlayer->Set_Position(temp->Position);
	  tempPlayer->Set_Direction(temp->Direction);
	  delete[] tempPackage;
	 }else
	 {
	  Player_Package* temp = (Player_Package *) (Buffer + PointerPos);
	  PointerPos += sizeof(Player_Package);
	  Player* tempPlayer = (Player *) GameData.ObjectList[temp->Player_ID];
	  tempPlayer->Set_Position(temp->Position);
	  tempPlayer->Set_Direction(temp->Direction);
	 }
	}break;
   default:
	{
	
	 cout << "\n\nCouldn't Identify Package\nPackage Size: " << PackageSize * 0.001f << "kb\n\n";
	 PointerPos = PackageSize;
	}
	break;
   }
  }
}
}
bool Server::Check_Package_Whole(SOCKET* const Socket, int* PointerPos, const int SizeOfPackage, int* RevievedPackageSize, char *& tempBuffer)
{
if(*RevievedPackageSize - *PointerPos < sizeof(SizeOfPackage))
{
  int PartSizeInBuffer = *RevievedPackageSize - *PointerPos;
  tempBuffer = new char[sizeof(SizeOfPackage)];
  memcpy(tempBuffer, (char *)(Buffer + *PointerPos), PartSizeInBuffer);
  *RevievedPackageSize = recv(*Socket, Buffer, BufferSize, NULL);
  memcpy((char *) (tempBuffer + PartSizeInBuffer), Buffer, sizeof(SizeOfPackage) - PartSizeInBuffer);
  *PointerPos = sizeof(SizeOfPackage) - PartSizeInBuffer;
  return false;
}
else
  return true;
}
void Server::Update_Clients()
{
Player_Package Package;
for(int i = 0; i < NumberOfClients; i++)
{
  Package.Player_ID = i;
  Package.Position = GameData.ObjectList[i]->Get_Position();
  Package.Direction = GameData.ObjectList[i]->Get_Direction();
  for(int c = 0; c < NumberOfClients; c++)
  {
   if(c == i)
	continue;
   send(ClientSockets[c], (char *) &Package, BufferSize, NULL);
  }
}
}

EnJOJ Gaming

#2 Johannes1991   Members   

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Posted 18 January 2012 - 10:16 AM

Solved it!
I was sending to many packages! per second
EnJOJ Gaming




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