belma TCP vs. UDP
Moderator: Moporators
belma TCP vs. UDP
We did some testing of TCP vs. UDP on the moposite server and these are the results :
UDP worked perfectly smooth with 'delay' 20ms and in flagtag balle the unsync at normal elma speed caused some 1-2px diff which was fine. Small delay between frames may cause higher traffic though. For some router-nabs UDP causes problems and they can't see anyone.
TCP kinda sucked. It works reasonably ok only with 'delay' 100ms, however players sometimes lag (stop for 0.2s) and its quite disturbing - that happens when some messages get lost and resend. For flagtag the unsync caused some 1 wheel difference, but sometimes it was much larger when something got lost and flagtag was a bit unplayable. However TCP would work for anyone and it's a bit easier to make the server safer. Also internet connections may get better next years.
Other option is to keep and option UDP/TCP but that would still make router-nabs lagging and disturb others and the flagtag problem would remain.
Tables and stuff will be redone to TCP and will not cause problems. Only frames of players may be UDP.
So what do you prefer?
sveinr or someone, move to polls pls.
UDP worked perfectly smooth with 'delay' 20ms and in flagtag balle the unsync at normal elma speed caused some 1-2px diff which was fine. Small delay between frames may cause higher traffic though. For some router-nabs UDP causes problems and they can't see anyone.
TCP kinda sucked. It works reasonably ok only with 'delay' 100ms, however players sometimes lag (stop for 0.2s) and its quite disturbing - that happens when some messages get lost and resend. For flagtag the unsync caused some 1 wheel difference, but sometimes it was much larger when something got lost and flagtag was a bit unplayable. However TCP would work for anyone and it's a bit easier to make the server safer. Also internet connections may get better next years.
Other option is to keep and option UDP/TCP but that would still make router-nabs lagging and disturb others and the flagtag problem would remain.
Tables and stuff will be redone to TCP and will not cause problems. Only frames of players may be UDP.
So what do you prefer?
sveinr or someone, move to polls pls.
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- Morgan
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Re: belma TCP vs. UDP
i think flagtag wont be battled freqently, so i prefer TCP
Re: belma TCP vs. UDP
UDP, flagtag balles looks very fun. And if everyone lags in the walls etc... Wont be nice.
Re: belma TCP vs. UDP
I hate the damn lags.. people should be finally forced to figure their routers out. It usually isn't that hard.
here we go again:
http://www.portforward.com/
here we go again:
http://www.portforward.com/
Re: belma TCP vs. UDP
rarely spying and flagtag balle will very likely nat be popular few weeks after the initial hype
so: nat care kuhan hyppy kulkee
so: nat care kuhan hyppy kulkee
Re: belma TCP vs. UDP
milagros wrote:
"TCP kinda sucked. It works reasonably ok only with 'delay' 100ms, however players sometimes lag (stop for 0.2s) and its quite disturbing - that happens when some messages get lost and resend. For flagtag the unsync caused some 1 wheel difference, but sometimes it was much larger when something got lost and flagtag was a bit unplayable. However TCP would work for anyone and it's a bit easier to make the server safer. Also internet connections may get better next years."
I see more good than bad sides in this. TCP only. That kind of lag doesn't sound bad at all. And everyone gets rid of portforward problem, including me!!
EDIT: Ok, why not both TCP and UDP, it's a good compromise.
"TCP kinda sucked. It works reasonably ok only with 'delay' 100ms, however players sometimes lag (stop for 0.2s) and its quite disturbing - that happens when some messages get lost and resend. For flagtag the unsync caused some 1 wheel difference, but sometimes it was much larger when something got lost and flagtag was a bit unplayable. However TCP would work for anyone and it's a bit easier to make the server safer. Also internet connections may get better next years."
I see more good than bad sides in this. TCP only. That kind of lag doesn't sound bad at all. And everyone gets rid of portforward problem, including me!!
EDIT: Ok, why not both TCP and UDP, it's a good compromise.
Last edited by Smibu on 2 Nov 2008, 19:44, edited 2 times in total.
Re: belma TCP vs. UDP
I hope for flagtag balles, they'd be cool. Whatever if it's a trend, nabs should learn to forward. You're getting the chance or something really innovating and you say like 'oh we don't need that' too easily. We hardly play 1h tt balles, but when we do I find it a great treat. Same goes with flagtalle balle YEA.
- The_BoneLESS
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Re: belma TCP vs. UDP
I don't know how often the lag happens with TCP but, if it happens more than once per run, it is way too annoying. If it's once a day, i really don't care.
UDP seems perfect for belma in my opinion.
Though i know security is an important issue having nerds playing around with the server. If the server can be safe using UDP, i don't see any reasons to go to TCP.
UDP seems perfect for belma in my opinion.
Though i know security is an important issue having nerds playing around with the server. If the server can be safe using UDP, i don't see any reasons to go to TCP.
Re: belma TCP vs. UDP
I think flagtag is kinda boring, wouldn't matter to me if it's not that playable.
Re: belma TCP vs. UDP
flagtag is awesome in a good level, it has it's own winning technique, it's sort of like elma PvP, predict opponent nxt action. I believe if you're really good at it you always end up in top3-5 but truth is it has a luckfactor, which can be reduced by a proper level where player clusters cant form, this means every single spot of the level needs an escape route = you cant have a horizontal wall, it has to climbable, like a loop to upper polygon.
the real problem will come later when people get bored of it, it will be like survivor or slowness(which also are awesome in good levs), abused by noobs with shitlevs and later forgotten battlemode. and whenever someone starts flagtag balle, ppl whine
the real problem will come later when people get bored of it, it will be like survivor or slowness(which also are awesome in good levs), abused by noobs with shitlevs and later forgotten battlemode. and whenever someone starts flagtag balle, ppl whine
Re: belma TCP vs. UDP
yes. luckily we can arrange certain restrictions for those.
Re: belma TCP vs. UDP
I want best for everything and selected both :)
Re: belma TCP vs. UDP
[quote="The_BoneLESS"]I don't know how often the lag happens with TCP but, if it happens more than once per run, it is way too annoying. If it's once a day, i really don't care.
UDP seems perfect for belma in my opinion.
Though i know security is an important issue having nerds playing around with the server. If the server can be safe using UDP, i don't see any reasons to go to TCP.[/quote]
UDP seems perfect for belma in my opinion.
Though i know security is an important issue having nerds playing around with the server. If the server can be safe using UDP, i don't see any reasons to go to TCP.[/quote]
Re: belma TCP vs. UDP
[quote="The_BoneLESS"]I don't know how often the lag happens with TCP but, if it happens more than once per run, it is way too annoying. If it's once a day, i really don't care.[/quote]
It's like once every 10-20 seconds :S
It's like once every 10-20 seconds :S
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Re: belma TCP vs. UDP
[quote="zworqy"][quote="The_BoneLESS"]I don't know how often the lag happens with TCP but, if it happens more than once per run, it is way too annoying. If it's once a day, i really don't care.[/quote]
It's like once every 10-20 seconds :S[/quote]
well, that's bad.
UDP would be my choice.
It's like once every 10-20 seconds :S[/quote]
well, that's bad.
UDP would be my choice.
Re: belma TCP vs. UDP
Then ez UDP.
Re: belma TCP vs. UDP
mb more easy make normal sockaddr caching from recvfrom on server?
Re: belma TCP vs. UDP
People with only TCP access should definately be able to play. Otherwise many players would be angry (those who can't do port forwarding for some reason).
If the lag is problem in flagtag, then you could make a restriction that only players with UDP access could play those. In other battle types (the rest 99% of battles) it doesn't matter anything, so in those everyone should be able to play.
If the lag is problem in flagtag, then you could make a restriction that only players with UDP access could play those. In other battle types (the rest 99% of battles) it doesn't matter anything, so in those everyone should be able to play.