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  #11  
Old January 24th, 2002, 09:13 PM

robinleepowell robinleepowell is offline
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Default Re: SEIV Gold Demo does *not* have TCP/IP

Zarix: note further that some of us can't alter the firewalls that we're behind. Work firewalls, obviously, but I wouldn't be surprised if AT&T cable internet blocked this stuff (they block so much other stuff).

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  #12  
Old January 24th, 2002, 10:38 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: SEIV Gold Demo does *not* have TCP/IP

quote:
Originally posted by geoschmo:
While I do agree that it would be nice if it were easier/possible to play through a firewall, our experience with testing it on the beta team showed that speed was very much an issue.

With several players (I think we had as many as five in one game), if any players are on dialups it can take a long time to get the files to eveyone. Especially if the host is on a dialup modem

This is an area I have very little expertise in, but if changing it to make it more accesable through firewalls is going to slow it down even more, ugh.

Geoschmo



Speed of the server is certainly an issue. The problem seems to be that it sends ONE file at a time, regardless of its available bandwidth. If it were smart enough to simultaneously send to all players at once and 'rotate' among the connections checking if it's time to send some more of the file it could have much better performance. I don't know the details of TCP vs. UDP so I can't say if his use of UDP is a limiting factor that forces him to do this 'one player file sent at at time' thing. If someone can show him code demonstrating how to do that in either UDP or TCP I think it would be a big help.

And honestly, isn't it just plain stupid to be a HOST on dialup? Only clients should use dialup. The host should be on DSL/cable or some other broadband.
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  #13  
Old January 24th, 2002, 10:52 PM

Zarix Zarix is offline
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Default Re: SEIV Gold Demo does *not* have TCP/IP

quote:
Originally posted by robinleepowell:
[QB]Zarix: note further that some of us can't alter the firewalls that we're behind. Work firewalls, obviously, but I wouldn't be surprised if AT&T cable internet blocked this stuff (they block so much other stuff).


Yeah, I have the firewall on my own computer. Allowing TCP and UDP is a security risk, but I can live with it.
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  #14  
Old January 24th, 2002, 11:14 PM
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Default Re: SEIV Gold Demo does *not* have TCP/IP

I play a game called netrek that uses UDP connections to update a REAL TIME game. This game deals with up to 8 players per side in a real time fashion with weapons firing, planets being taken etc. As a user who was on dialup I can easily play on a server with no real slow down. Now hosting it would be a different matter altogether but that is due to the amount of bandwidth involved and not the difference between TCP and UDP.
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  #15  
Old January 24th, 2002, 11:25 PM
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Default Re: SEIV Gold Demo does *not* have TCP/IP

quote:
Originally posted by Baron Munchausen:
And honestly, isn't it just plain stupid to be a HOST on dialup? Only clients should use dialup. The host should be on DSL/cable or some other broadband.

Valid point. Mea culpa.

I know I won't be hosting anymore TCP/IP games unless I get DSL. I think it was a good thing to try though for testing purposes.

Although, even when Tampa was hosting it (He's on DSL, right?) there were times when it seemed that the first players were done before the Last players got their file. And this was only with a few people. Imagine 10 or 20. (Although I think it unlikely anybody could get that many Online at once for a TCP/IP game anyway.)

The limiting factor may simply be the sequential transfer rather than the UDP/TCP.

Geoschmo

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[ 24 January 2002: Message edited by: geoschmo ]

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  #16  
Old January 24th, 2002, 11:42 PM
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Default Re: SEIV Gold Demo does *not* have TCP/IP

But does it really matter if the host is on DSL, if all of the other players are on dialups? Again this makes me think the sequential transfer is true culprit, not the speed of the host, or the UDP/TCP.

Afterall XY < X^Y, if X>2 & Y>1

Geoschmo

Edit: Corrected my equation

[ 25 January 2002: Message edited by: geoschmo ]

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  #17  
Old January 25th, 2002, 01:40 AM
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Default Re: SEIV Gold Demo does *not* have TCP/IP

Or, you could always use the PBW RTC when 1) the gold disc comes out and 2) we get the server back up and running

Richard: you play Netrek? Wow... it has been a LONG time since I played that. Will have to check it out again...

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  #18  
Old January 25th, 2002, 03:33 AM
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Default Re: SEIV Gold Demo does *not* have TCP/IP

Yeah I go by Canute on most servers and Cold Pizza on my League Team.

I actually just picked it up about 6 months ago or so, I used to play a LONGGGGG time ago back in college back in 92-94.
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  #19  
Old January 25th, 2002, 12:41 PM

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Default Re: SEIV Gold Demo does *not* have TCP/IP

What's "netrek"?
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  #20  
Old January 25th, 2002, 04:41 PM
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Default Re: SEIV Gold Demo does *not* have TCP/IP

www.netrek.org
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