“No Bugs” Bunny
(Almost-)Zero-Additional-Latency UDP-over-TCP
March 21, 2017 by • “No Bugs” Bunny
Quote:
we realize that for some of the Clients – UDP just doesn’t work because of some weird firewall between Client and Server
Another Quote:
there is nothing to block us (so head-of-line blocking doesn’t apply)
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming
Read moreTCP Peculiarities as Applied to Games, Part II
March 14, 2017 by • “No Bugs” Bunny
Quote:
Nagle’s algorithm aims to deal with those [CENSORED] developers who’re trying to send data over TCP in really small chunks (like 1 byte each time)
Another Quote:
it seems that “proportional rate reduction” (PRR, reportedly used by Linux kernels by default starting from 3.2) performs for gaming purposes a little bit better than the alternatives
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming
Read moreTCP Peculiarities for Games, part 1
March 7, 2017 by • “No Bugs” Bunny
Quote:
the best we can hope when using a single TCP connection over 5%-loss channel – is having 1.5-second “lag spike” every 5 or so minutes, and a 3-second “lag spike” every 2 hours.
Another Quote:
we may already have the-information-we-need on the receiving host – but this information is hidden from us by layers of abstraction on receiving side
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming
Read moreClient: Installer & Auto-Updates
February 28, 2017 by • “No Bugs” Bunny
Quote:
Pretty much whatever-we-do, there will be a certain percentage of players which are trying to run an obsolete version of the Client forever-and-ever
Another Quote:
It is very important to keep updater transaction-oriented.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
Read more





