Mattias,
Yeah, I don't know much about .Net and sockets. I'm sorry about that. Good
luck
Jobe Makar
http://www.electrotank.com
http://www.electro-server.com
phone: 252-627-8026
mobile: 919-609-0408
fax: 919-341-8104
----- Original Message -----
From: "Mattias Högnäs" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <[email protected]>
Sent: Thursday, September 07, 2006 5:30 PM
Subject: Re: [Flashcoders] XMLSocket speed
Helo Jobe.
Thanks for the quick response.
I've tried your code and the LAN speed is around 100 ms.
Could it be the way .NET setup the Socket (Im using the Socket class in C#
.NET 2.0) together with flash that makes it slow over LAN?
I will ask the "network-guy" if the router/switch is sniffing packet or
something similar that could create the high ping time.
I'll get back to you if I find anything interesting. :-)
/ Mattias
Jobe Makar skrev:
Hi Mattias,
You should expect a ping (1/2 the roundtrip) of about 3-5ms on a local
network. Over the internet of course it varies greatly, but somewhere
between 40ms and 100ms is typical (again, 1/2 the roundtrip).
The discrepency in your measurements is most likely not due to Flash.
I've created around 50+ multiplayer games in Flash and haven't
encountered that issue.
My guess to the cause of your problem is 1 of 2 things:
1) there is something funky with your network causing slow down
or
2) You are just accidentally doing the calculation wrong or your order of
events is a little messed up. Its not uncommon to have several ping
requests sent before any are received, and then if you dont have your
packets stamped with some id, then you dont know which request the
response is to.
Simple test would be the following. Just create a button to run a quck
ping test:
Just call the 'sendPing' on button click.
var pingIsOut:Boolean = false;
var timePingSent:Number;
function sendPing() {//call on button click
if (!pingIsOut) {//makes sure only 1 ping is out at a time
pingIsOut = true;
sendPingRequestFxn();//make the socket call
timePingSent = getTimer();
}
}
function pingResponseReceived() {//called when the ping response is
received
pingIsOut = false;
var ping:Number = (getTimer()-timePingSent)/2;
trace(ping+" ms");
}
Jobe Makar
http://www.electrotank.com
http://www.electro-server.com
phone: 252-627-8026
mobile: 919-609-0408
fax: 919-341-8104
----- Original Message ----- From: "Mattias Högnäs"
<[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, September 07, 2006 2:41 PM
Subject: [Flashcoders] XMLSocket speed
Hi all.
Im running a speedtest on XMLSocket.
Im using a simple XMLSocket.send and onData I send again and so on..
each time Im adding 1 to a couter and when starttime differs with 10
seconds from currenttime I divide the by 10 (To get median number of
calls per second from the 10 seconds I've run the test)... I guess you
get the point but I could post the AS if needed.
This test runs great... running on local.
Local I get an extremly low ping, around 0.9, but running the swf from a
different computer on the same network I get around 200 (The DOS-ping
from these computers to my computer running as server in this case - is
still low though).
Ive tried changing to different ports but all give the same ping.
But then I tried on a Macintosh and that ping was a lot lower than on
the PCs on the network - this got me thinking if this delay is because
of flash handling the socket-connection differently on various
enviroments and on local / LAN (?).
The C# server I've written uses a simple new Socket() to create the
connections with async-stream and I dont think the problem lies there.
local/network.
Any ideas on this?
Has anyone created a XMLSocket-handling server wich runs a lot faster in
any language?
And if so, aprox what ping could I expect on a local network?
/ Mattias
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