Other > Winter 2011/2012
Moonwalk bug is solved?
Caled:
Moonwalk is due to the network protocol of the game using TCP as its transport layer.
It's flawed by design and can't be fixed.
see this if you want to know more: http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/
The key sentence of the article: "Using TCP is the worst possible mistake you can make when developing a networked game!"
Nothing more to add.
Savager:
So u where working about this connection thing devs?
Michaelh139:
--- Quote from: Caled on December 06, 2011, 11:28:19 pm ---Moonwalk is due to the network protocol of the game using TCP as its transport layer.
It's flawed by design and can't be fixed.
see this if you want to know more: http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/
The key sentence of the article: "Using TCP is the worst possible mistake you can make when developing a networked game!"
Nothing more to add.
--- End quote ---
Besides can it be changed to something more stable?
pistacja:
--- Quote from: Caled on December 06, 2011, 11:28:19 pm ---Moonwalk is due to the network protocol of the game using TCP as its transport layer.
It's flawed by design and can't be fixed.
see this if you want to know more: http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/
The key sentence of the article: "Using TCP is the worst possible mistake you can make when developing a networked game!"
Nothing more to add.
--- End quote ---
That's just wrong.
Did you know WoW, EVE online, Guild Wars and many more use TCP/IP?
The only alternative to TCP is UDP, but devs would need to build a reliable layer on top of UDP and that's a pain, moreover when the bandwidth is used to its max more and more UDP datagrams will get lost (UDP pumps packets as fast as it can, no mater if it has 1 or 100 connections), that means more and more datagrams will have to be resend (and it's up to the software layer to decide what packets were lost, the network layer has no idea) the effect is that any amount of lag will cause a bigger amount of lag - so one player with a bad connection=lag for the whole server. TCP works differently - when there's a "traffic jam" at one end TCP will limit speed with that client - one client will have lag, but the rest will not notice. There's another little know flaw in UDP - hardware. Routers, when the traffic is high, will drop UPD packets in the first place.
I'm not saying UPD is bad for games, hell no! It's the best for fpp shooters and fast action games. I'm just saying TCP is a good and valid option for a mmo like fonline and if someone says it's a mistake to use TCP then he is the one mistaken.
Savager:
Fonline is not a fast action game? We must have been playing different games. Or u are doing turn based only.
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