How can I know how many packet in my network buffer?
by HoSung,Kim · in Torque Game Engine · 09/04/2006 (7:26 pm) · 5 replies
I want know how many packet in my Network Interface.
please help me....
please help me....
#2
Thank you very much.
ethereal is good tool, I'll check it.
09/05/2006 (5:50 pm)
I want know packet count of TNL's packet buffer.Thank you very much.
ethereal is good tool, I'll check it.
#3
09/05/2006 (9:19 pm)
It sends things right away and process them immediately, too. What are you trying to figure out?
#4
I send Packet 10 per second. ( 1 packet / 100ms )
I want know how many concurrent user TNL can afford.
my Testbed arch. is :
1. create 10 connection per one Server Processor.
2. each connection send packet to Server.
3. Server broadcast packet to 10 connection.
One ServerMachine TestClients
serverProcessor ( 60000 ) : 1 process. <- 10 Client Connection : 1 Process
serverProcessor ( 60001 ) <- 10 Client Connection :
: :
serverProcessor( 600xx ) <- 10 Client Connection
It's simple Traffic model.
Client send TimeStamp with packet.
and other Client diff Time from recved packet.
I want know How many user can afford with limited delay.
ie.) if 100 connection, average delay is 200ms
500 connection, average delay is 500ms
our limited delay is 100ms ~ 150ms.
this way I want judge One Machine Conncurrent User.
Thanks again.
09/06/2006 (7:21 pm)
Thank you for reaply. Ben!!!I send Packet 10 per second. ( 1 packet / 100ms )
I want know how many concurrent user TNL can afford.
my Testbed arch. is :
1. create 10 connection per one Server Processor.
2. each connection send packet to Server.
3. Server broadcast packet to 10 connection.
One ServerMachine TestClients
serverProcessor ( 60000 ) : 1 process. <- 10 Client Connection : 1 Process
serverProcessor ( 60001 ) <- 10 Client Connection :
: :
serverProcessor( 600xx ) <- 10 Client Connection
It's simple Traffic model.
Client send TimeStamp with packet.
and other Client diff Time from recved packet.
I want know How many user can afford with limited delay.
ie.) if 100 connection, average delay is 200ms
500 connection, average delay is 500ms
our limited delay is 100ms ~ 150ms.
this way I want judge One Machine Conncurrent User.
Thanks again.
#5
I am transmitting packets called 'sensors'. They store position/orientation orientation, and a bunch more information specific to our application. Our application is a virtual reality simulation, so it is very expensive, and is not designed for more then 2-4 users at the current time. Each user can own up to 36 (yikes!) sensors which need to be transmitted as fast as possible to allow for accurate updates.
My current solution uses a simple linear equation. It detects the number of sensors being transmitted accross the network, and it scales the transmission delay time accordingly. This works fairly well, because a user may be using less than 36 sensors.
The problem is that when the # of sensors gets too high, the delay will be large, and the simulation will suffer. If the delay is too low, though, I have issues with the NetEvents building up, and due to the FIFO/queue nature of the packet processing, the latency will increase to infinity until the max memory usage is reached and the app will crash.
It seems like it would be nice to have a function that detects this 'backing up of packets' on a connection, and then is able to clear the queue. Due to the UDP nature of the packets, we only want the most recent data anyways.
09/07/2006 (9:23 am)
I'm running into a similar issue (I think). My solution is probably not the best, so I look forward to what Ben or others may suggest.I am transmitting packets called 'sensors'. They store position/orientation orientation, and a bunch more information specific to our application. Our application is a virtual reality simulation, so it is very expensive, and is not designed for more then 2-4 users at the current time. Each user can own up to 36 (yikes!) sensors which need to be transmitted as fast as possible to allow for accurate updates.
My current solution uses a simple linear equation. It detects the number of sensors being transmitted accross the network, and it scales the transmission delay time accordingly. This works fairly well, because a user may be using less than 36 sensors.
The problem is that when the # of sensors gets too high, the delay will be large, and the simulation will suffer. If the delay is too low, though, I have issues with the NetEvents building up, and due to the FIFO/queue nature of the packet processing, the latency will increase to infinity until the max memory usage is reached and the app will crash.
It seems like it would be nice to have a function that detects this 'backing up of packets' on a connection, and then is able to clear the queue. Due to the UDP nature of the packets, we only want the most recent data anyways.
Torque Owner Gavin Bunney