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Old 12-16-2011, 04:48 PM
Hezzy002 Hezzy002 is offline
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Originally Posted by Crow View Post
UDP is glorious. Could've been implemented in a better way.
TCP should have never been used for a game like Graal. You download assets and receive player and other updates via TCP, which is a terrible idea. That means that the game will stall out in connection, as TCP is a single stream which, when a packet is dropped or a lot of information needs to be transferred over time, will halt the ENTIRE stream, with no ability for player position updates or anything else to slip through while this data is being transferred. The real solution would've been to implement a reliability layer with ACK packets or timeouts over UDP, or use a pre-built one like ENet. Would've had a much better experience this way, but oh well.
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  #2  
Old 12-16-2011, 05:08 PM
Crow Crow is offline
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Quote:
Originally Posted by Hezzy002 View Post
TCP should have never been used for a game like Graal. You download assets and receive player and other updates via TCP, which is a terrible idea. That means that the game will stall out in connection, as TCP is a single stream which, when a packet is dropped or a lot of information needs to be transferred over time, will halt the ENTIRE stream, with no ability for player position updates or anything else to slip through while this data is being transferred. The real solution would've been to implement a reliability layer with ACK packets or timeouts over UDP, or use a pre-built one like ENet. Would've had a much better experience this way, but oh well.
Sums up what I wanted to say, but I lack the in-depth knowledge to not mess up
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