[Freeciv-Dev] Re: Network bandwidth, and other things.
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Wed, Nov 06, 2002 at 02:40:40PM -0500, Jason Dorje Short wrote:
> Christian Knoke wrote:
>
> >What happens with TCP/IP, when a single packet got lost? I think, in the
> >first place, _nothing_ happens. Neither of both endpoints of the connection
> >gets aware of this (But I may be wrong here!). Only after another packet is
> >sent in the same direction, or a specific amount of time passes, the
> >receiver gets notified of this and resends the packet.
>
> After each packet sent an "ACK" packet is sent in return. If the ACK
> does not arrive in a reasonable timeframe (which is a very difficult
> subject in itself), the packet is resent.
Yes, that's the question! If the timeframe is 10 sec or greater, the above
applies.
> So, this is not a problem.
Not?
> >So: What happens when I try to move a unit (cursor key) and the packet gets
> >lost? I wait a long time, getting nervous, losing needed time to fight the
> >battle. That has actually happened to me. Finally, the TCP/IP layer gets
> >aware that a packet is missing and resends it. Civserver answers, the unit
> >moves on the screen, the battle's lost. Shit happens.
> >
> >What can we do? Just send a ping every second (if nothing else is sent
> >within a second). TCP/IP notices the packet loss when the ping arrives, and
> >retransmit of the lost packet is initiated. This should keep the delay
> >below
> >2 seconds. - - And now the flames, please :)
>
> Flame flame :-)
>
> Sending a ping every second will only slow things down. Now not only
> will you have to wait for our lost packet above, but every time a ping
> is lost you'll have to wait then too (although a later packet may
> arrive, it will not be usable by the server until your.
Good point, but if a ping packet gets losts, you can go on after 2 seconds.
If a move packet is lost, you'll sit and wait ... Nothing you can do. You
*can't* just press that cursor key again. If you have bad luck, you wait
long.
> I can imagine (but can't say definitively) why the above behavior might
> happen. If you're on a slow (high-latency) connection, then the
> round-trip-time from client to server will be high. In this case the
> packet will take longer to be sent. And if the packet is lost multiple
> times (which is probably likely - packets usually aren't just dropped
> randomly but are dropped because somewhere a server's buffer is too big)
> then the wait will be extended.
Ok, this may be true, that a server's buffer is overrun. But as soon as
one packet gets through (I think), TCP will correct the drops (by
resending) and you'll be fine 2 sec later.
> jason
Christian
--
Christian Knoke * * * http://www.enter.de/~c.knoke/
* * * * * * * * * Ceterum censeo Microsoft esse dividendum.
- [Freeciv-Dev] Re: Network bandwidth, and other things., (continued)
[Freeciv-Dev] Re: Network bandwidth, and other things., Jason Dorje Short, 2002/11/05
- [Freeciv-Dev] Re: Network bandwidth, and other things., Raimar Falke, 2002/11/05
- [Freeciv-Dev] Re: Network bandwidth, and other things., Jason Dorje Short, 2002/11/05
- [Freeciv-Dev] Re: Network bandwidth, and other things., Thomas Strub, 2002/11/06
- [Freeciv-Dev] Re: Network bandwidth, and other things., Christian Knoke, 2002/11/06
- [Freeciv-Dev] Re: Network bandwidth, and other things., Jason Dorje Short, 2002/11/06
- [Freeciv-Dev] Re: Network bandwidth, and other things.,
Christian Knoke <=
- [Freeciv-Dev] Re: Network bandwidth, and other things., Jason Dorje Short, 2002/11/06
- [Freeciv-Dev] Re: Network bandwidth, and other things., Christian Knoke, 2002/11/06
- [Freeciv-Dev] Re: Network bandwidth, and other things., Anthony J. Stuckey, 2002/11/08
- [Freeciv-Dev] Re: Network bandwidth, and other things., Christian Knoke, 2002/11/09
- [Freeciv-Dev] Re: Network bandwidth, and other things., Todd Goodman, 2002/11/10
- [Freeciv-Dev] Re: Network bandwidth, and other things., Christian Knoke, 2002/11/10
- [Freeciv-Dev] Re: Network bandwidth, and other things., Todd Goodman, 2002/11/10
|
|