Thread: Re: [Opentnl-general] Quickest Delivery Data
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From: Mark F. <ma...@ga...> - 2005-02-09 23:02:34
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We didn't implement a NetEvent type for quickest delivery data -- rather we used that descriptor for data like player Move commands (see the Zap game for an example), where we send unacknowledged Move structures with every packet until one of the packets containing the move is acknowledged. - Mark --- "Kevin Deus" <Kevin@TotallyGames.com> wrote: From: "Kevin Deus" <Kevin@TotallyGames.com> Date: Wed, 9 Feb 2005 11:38:53 -0800 To: <ope...@li...> Subject: [Opentnl-general] Quickest Delivery Data The "Fundamentals" page of the TNL documentation mentions "Quickest Delivery data" as a strategy for dealing with packet loss. From working with the library, I can see that the groundblocks are in place for sending this kind of data, but is there a full implementation of it anywhere, like there is for Current State data, Guaranteed Ordered data, and so on? Ideally, I'm hoping for something like another enum value for NetEvent::GuaranteeType: something like QuickestDelivery. ...but maybe I'm looking in the wrong place. ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click _______________________________________________ Opentnl-general mailing list Ope...@li... https://lists.sourceforge.net/lists/listinfo/opentnl-general |
From: Kevin D. <Kevin@TotallyGames.com> - 2005-02-16 01:05:46
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Sorry for the delayed response here...Mark answered my question, but Ben, since you asked: The reason it came up and the reason I was hoping to do it as a NetEvent is that we have a case here where clients connect to a server, a whole bunch of setup and interaction happens, and somewhere down the line a game starts. And when the game starts, I'd like it to start as quickly as possible on all the clients. Currently, that Game Start event is being sent as a Guaranteed (not ordered) packet, so it'll get there as quickly as any guaranteed packet can...But if the first packet with the event is lost, it may be a while before the clients finally get it. If it's sent with every packet, then the clients will get it as soon as they receive any packet from the server. I'm looking into the way Zap is doing Quickest Delivery for movement, and I'll likely just follow that model. Thanks again. Ben Garney <be...@ga...> said: > Naturally, you could extend the NetEvent semantics to include a > QuickestDelivery type if you wanted, but I can't think of many good > reasons off the top of my head. Not to say I'm not curious to hear one! :) |