How to deal info Packet loss
by Jari · in Torque Game Engine · 04/26/2005 (11:40 am) · 5 replies
Hello.
When I first wrote master server for TGE using TNL I didn't know that the info packets can be lost. This is the case, right?
(I implemented NetInterface's handleInfoPacket() )
This wouldn't be a problem if I'd only send heartbeat packets but I send much more data that shouldn't get lost.
Any suggestions are welcome.
- Jari.
When I first wrote master server for TGE using TNL I didn't know that the info packets can be lost. This is the case, right?
(I implemented NetInterface's handleInfoPacket() )
This wouldn't be a problem if I'd only send heartbeat packets but I send much more data that shouldn't get lost.
Any suggestions are welcome.
- Jari.
#2
I had to modify TGE's info packet header a little bit to make it match whit the one in Open TNL. And they seem to communicate well but some times some packets don't seem to arrive but most of the time they do arrive.
Thanks for the help Ben.
04/27/2005 (9:51 pm)
TGE is talking to a master server which I made from scratch using Open TNL.I had to modify TGE's info packet header a little bit to make it match whit the one in Open TNL. And they seem to communicate well but some times some packets don't seem to arrive but most of the time they do arrive.
Thanks for the help Ben.
#3
04/29/2005 (10:34 am)
That's normal. Packet loss occurs. I believe the master protool has some provisions for recovering lost packets (although not very many).
#4
04/29/2005 (10:24 pm)
Ok, thanks. I'll see what I can do.
#5
would it make sense to rather connect to master than send info packets?
Then the deliver could be guaranteed and safer right?
05/21/2005 (9:39 am)
Please tell me what do think, would it make sense to rather connect to master than send info packets?
Then the deliver could be guaranteed and safer right?
Associate Kyle Carter