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Re: A little something positive...

Posted: 25 Apr 2008, 01:38
by GiGaBaNE
Do we have a known bug section for this?  i dont wanna start spamming things you already know about

Re: A little something positive...

Posted: 25 Apr 2008, 10:20
by kage
EvilGuru wrote: We use TCP which guarantees that all packets will arrive and arrive in order. Therefore any problems with the netcode are not due to packet loss.
i'm not so sure the protocol guarantees in-order receipt of the packets -- it gives each packet an ISN, but afaik, it's up to the client to order them before processing.  as long as you didn't roll your own tcp library (and who would besides pen testers?), then yeah, none of that would apply, and packet loss wouldn't cause any issues if the latency didn't get into the 10s of seconds (or several more, depending on what kind of resyncing stuff the netcode has).

Re: A little something positive...

Posted: 25 Apr 2008, 17:18
by Per
TCP is a streaming protocol, not a packet protocol. We put our own packet protocol on top of TCP to make sure our packets arrive in-order and without error.

Re: A little something positive...

Posted: 25 Apr 2008, 21:21
by Chojun
Per wrote: TCP is a streaming protocol, not a packet protocol. We put our own packet protocol on top of TCP to make sure our packets arrive in-order and without error.
What you're saying doesn't make sense to me.  Are you not using TCP/IP for your network communication?  TCP (as EG said) guarantees that IP packets arrive in order.

I think what you're referring to are Packets of Warzone data from the Application Layer, which you really should distinguish from IP (Network Layer) packets, since Warzone packets (depending on their size) will likely be split up across several IP packets.

Re: A little something positive...

Posted: 26 Apr 2008, 06:58
by A4tech
Huge off topic guys  ;) . Not discus about WZ problems!