[ENet-discuss] icmp/tracert/discovering network topology?

Ruud van Gaal ruud at racer.nl
Mon Jan 11 05:36:41 PST 2010


Ping is what most, if not all games use to determine client-server
'distance'. The number of hops doesn't say anything since the hardware
involved can be different greatly, resulting in processing times that vary
in many magnitudes.
The only way to be sure is to use ping, which is in fact relatively stable
in practice. Keep pinging as things progress so you always update the latest
ping time (taking care to avoid spikes, so slowly progressing ping time to a
stable value). Don't just calculate ping time once.
 
I would not know of any method that relates X hops to any useful time value.
If one route is 9 hops, the other 20, it's certainly not sure whether one is
faster than the other...
 
Ruud
 


  _____  

Van: enet-discuss-bounces at cubik.org [mailto:enet-discuss-bounces at cubik.org]
Namens Jay Sprenkle
Verzonden: Monday, January 11, 2010 14:12
Aan: Discussion of the ENet library
Onderwerp: Re: [ENet-discuss] icmp/tracert/discovering network topology?


I would think the actual ping time would not be that useful. It would vary
considerably over time. What I was thinking was the length of the route in
routed hops, not physical distance, was what I needed to sort by. These
might measure roughly the same thing but physical organization only needs
one measurement.



On Mon, Jan 11, 2010 at 3:37 AM, Ruud van Gaal <ruud at racer.nl> wrote:


Hi,
 
Isn't the ping time more important? In that case, keep ping times on the
server (probably already done by ENet, search the ENetPeer class) and get
the list from the server ordered by ping.
I wouldn't say the distance in computers is of much use for most situations.
 
Cheers,
Ruud


  _____  

Van: enet-discuss-bounces at cubik.org [mailto:enet-discuss-bounces at cubik.org]
Namens Jay Sprenkle
Verzonden: Sunday, January 10, 2010 20:09
Aan: Discussion of the ENet library
Onderwerp: [ENet-discuss] icmp/tracert/discovering network topology?


Good morning,

I'm considering adding some extra features to my enet based peer to peer
application. I'd like the main server to be smart enough to discover which
peers have the shortest connection path to each other. When a peer requests
a list of other peers to connect to then the server can deliver an optimal
list. The only way I could think of to implement this would be to do a
tracert to each peer and sort the list of peers by what common paths they
share. Has anyone done icmp packets with enet? I know it's not it's intended
function but it doesn't seem like it would be difficult to hack together. If
anyone has any better ideas on how to implement this I'd love to hear them.

Thanks!
Have a good weekend





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