1st beta of Vol. IV-VI
This category consists of posts which form “1st beta” of the Vol. IV-VI (Development) of the upcoming 3-volume monster “Development & Deployment of Multiplayer Online Games”. Please note that order of the posts is “as they were published on this site”, and is not exactly the same as the order of the Chapters within Vol. 2. For Chapters in correct order – please refer to ToC of Vol. 2.
TCP 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 morePacket Loss for an App-Level Developer. Part II. Last Mile, Wi-Fi, and Summary
January 24, 2017 by • “No Bugs” Bunny
Quote:
Burstable packet loss. May be caused by a neighbor preparing his breakfast
Another Quote:
if there is a NAT device on the way from your Client to your Server – a sudden IP change can occur with absolutely no notification to Client whatsoever.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming
Read more