Complete.Org: Mailing Lists: Archives: freeciv-dev: October 2002:
[Freeciv-Dev] Re: Ping
Home

[Freeciv-Dev] Re: Ping

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Ping
From: Christian Knoke <chrisk@xxxxxxxx>
Date: Tue, 29 Oct 2002 22:21:16 +0100

On Tue, Oct 29, 2002 at 09:10:29PM +0100, Thomas Strub wrote:
> On Tue, Oct 29, 2002 at 08:12:38PM +0100, Raimar Falke wrote:
> > On Tue, Oct 29, 2002 at 04:07:48PM +0100, Thomas Strub wrote:
> > > > > > > No sequence number in the ping packet.
> > > > > > > Ping packet every 3 seconds and not as player option.
> > > > > > 
> > > > > > Please make it a server option or just use pingtimeout.
> > > > > 
> > > > > Making a server option is much work ... so i first wanted that it 
> > > > > works.
> > > > 
> > > > If you use the same packet you may also reuse pingtimeout.
> > > 
> > > I don't want to send a ping every 60 seconds ... thats much to seldom.
> > 
> > Are you sure? Have you collected some info on how the ping varies?
> 
> With doing nother the ping is stabil, but in game it varies a lot around
> turn turn done.
> And you see if someone has connection problems if you ping more often.

Maybe, but what's the use of it. Statistical analysis of ping times? SCNR.

I have thought about ping times, too. Have had the idea that people with
good pings are processed deferred by the server :-) Prob is people who
patch their clients to give bad pings .)

To get a general impression how good a connection is, 60 seconds are
enough IMO.

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.


[Prev in Thread] Current Thread [Next in Thread]