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Serious advanced question: ping

Discuss programming topics for the various GPL'd game engine sources.

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Postby qbism » Thu Feb 10, 2011 2:03 am

r_netgraph tute for NQ, do want.
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Postby OneManClan » Thu Feb 10, 2011 12:34 pm

Spike wrote:Pings:
13 = localhost @ 72 fps
26 = nearby public server
70 = bad isp
100 = other side of europe
200 = western europe to eastern US
300 = satelite link
600 = aol.
3000 = the server is on the moon.
1530000 = the server is on mars.
57600000 = the server is on the voyager 1 spacecraft...


Thanks Spike.

Is there a packet loss equivalent to the above list? A way of assessing the result of infokey(foo, "pl") to know which players are disadvantaged, and by how much?
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Postby Spike » Thu Feb 10, 2011 12:54 pm

like I said before, packetloss is normal (for reference, my isp generally seemed to give about 10% constant packetloss a while back). 10% is a lot, but 5% is still perfectly playable for the lay man.
Its only a major problem when you lose all those packets at a single time - you can't detect that from QC.
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Postby OneManClan » Thu Feb 10, 2011 1:33 pm

Spike wrote:like I said before, packetloss is normal (for reference, my isp generally seemed to give about 10% constant packetloss a while back). 10% is a lot, but 5% is still perfectly playable for the lay man.
Its only a major problem when you lose all those packets at a single time - you can't detect that from QC.


I see. I was thinking of running something like the following function every second (?):


Code: Select all
void packet_loss_assessor () {

local string string1;
local float float1;

string1 = infokey(self, "pl");
float1 = stof(string1);

// if the packet loss has been 5 or higher for more than one second
if(self.float_pl > 5 && float1 > 5)
sprint (self, "You are losing heaps of packets!\n");

else
     self.float_pl = float1;

};


... or something like that. I'm not sure if the pl figure obtained is actually a percentage of packets lost, but is this (rough) concept workable, or laughably unrealistic?
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