Game Development Community

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.

#1
04/27/2005 (2:55 pm)
TNL is a standalone project. Is TGE talking to the TNL master server that ships with TNL, or with the one we run normally, or a standalone?
#2
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
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?