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Packet-loss simulation, latency etc and Shared Peer IDs is something
I've wanted to implement myself! Very useful.<br>
<br>
On 2013-04-30 15:24, Nuno Silva wrote:
<blockquote
cite="mid:CANLiTtv7wBmDqXFkvwNf3Ezm46+NC0sbiGday6nzT7uucd2Fig@mail.gmail.com"
type="cite">
<div dir="ltr">As a follow up I meant that it would allow us to
simulate packet drops and packet sending speed. Also allowing to
simulate a % for packet drop and packet sending through some
parameter to the Host would be just as good if it's too
complicated!<br>
</div>
<div class="gmail_extra"><br>
<br>
<div class="gmail_quote">On Tue, Apr 30, 2013 at 2:20 PM, Nuno
Silva <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:little.coding.fox@gmail.com" target="_blank">little.coding.fox@gmail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">Also maybe some way to simulate different
connection types so you could test your game without
having to have those connections, this is mostly used in
games but it would be very useful!<br>
</div>
<div class="HOEnZb">
<div class="h5">
<div class="gmail_extra">
<br>
<br>
<div class="gmail_quote">On Tue, Apr 30, 2013 at 2:10
PM, Doug Warren <span dir="ltr"><<a
moz-do-not-send="true"
href="mailto:dwarren@thebigwave.net"
target="_blank">dwarren@thebigwave.net</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">Shared Peer ids: Unique IDs shared
among all peers connected in a mesh connection.
This would enable you to route a message to
another peer if there is no direct connection
due to firewall rules.
<div><br>
</div>
<div>New packet type of best effort last message
of a channel: Any message for the channel
would be unreliable but if we're sending a
packet and the last acknowledged received
sequence number is less than the last sent
sequence number for that channel, a copy is
sent anyway. This could be used for
frequently changing things like position but
if there's room you'll get the most recent
position anyway.</div>
<div><br>
</div>
<div>Packet out of ordering metrics: Can be
added now easily enough, I always like
thinking in terms of the console TCRs of
requiring 64k throughput, 10% packet loss, 2%
packet out of order.</div>
</div>
<div class="gmail_extra"><br>
<br>
<div class="gmail_quote">
<div>
<div>On Tue, Apr 30, 2013 at 2:43 AM, Lee
Salzman <span dir="ltr"><<a
moz-do-not-send="true"
href="mailto:lsalzman@gmail.com"
target="_blank">lsalzman@gmail.com</a>></span>
wrote:<br>
</div>
</div>
<blockquote class="gmail_quote"
style="margin:0 0 0 .8ex;border-left:1px
#ccc solid;padding-left:1ex">
<div>
<div>
<div dir="ltr">So, I'm just thinking in
the back of my mind what sort of
things would be desired in a
hypothetical version 2.0 of ENet that
broke API compatibility and so could
do things that would otherwise not be
possible in a 1.x release.
<div>
<br>
</div>
<div>That doesn't mean that a 2.0 is
in the near future, but I'd like to
get a dialogue going about it.</div>
<div><br>
</div>
<div>Aside from IPv6 support, are
there any other big things people
would want that are none-the-less
realistic and not overly
complicated?</div>
</div>
<br>
</div>
</div>
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