--- Artur Kornacki <[EMAIL PROTECTED]>
wrote:
> Level 1 protocolIn level 1 protocol there is field
> "16b Lengte bericht". I
> assume this is length of whole packet.
> 
> But if this data are being send with UDP protocol,
> this information is
> avaible from UDP header ( and it's easily accessible
> ) - so there is no
> reason to include this value in level 1 packet.
> 
I also found that out. But some ppl like TCP more and
to help those out, packet length was required. (It has
been downsampled to 10bits though)

> 
> 
> With UDP packet size there is also involved
> something like MTU (maximum
> ...
> minimal supported MTU (but i don't remember value
> right now).
> 
Minimal required MTU to be supported by a TCP/IP
implementation is 576bytes (-8 for UDP-header) so our
set maximum of 512 'pure' data should allow for all
thinkable extensions(header data).

> 
> 
> One more thing - compression. Becouse of possibility
> of packet lost you need
> to compress each packet independly (size 50-200
> bytes). And I have real
> doubts that classical compression (like gzip, bzip2)
> will work without
> increasing packet size.
> 
As has been said in previous threads on the subject,
its optional, so it can be disabled and defaults to
NONE. (ZLIB and LZO are being implemented atm)

> 
> 
> Before you continue to work on creating this
> protocol, I think you should
> play Warbirs 2.7x. You can do it for free on Russian
> server
> http://home.udmnet.ru/aike/. Play for 2 weeks. After
> that you will have real
> understanding of what needs to be done.
> 
> In short - these should be your minimal goals:
> 
> 1) 200 players
> 
> 2) Each player connected with max. 21 kb (modem
> connection).
> 
> 3) Ping 600 ms and more - and game is playable
> 
> 4) Plane warping, after huge packet lost
> 
My goals were not that big:
1) 30 players (within FOV)
2) min connection 4k (56k6 modem), no maximum just
yet.
3) ping around 250ms (which is fair)
4) plane warping is a 'fact of life' no 100% fixes
exist or can exist without lowering ping-limit.

Plz note that Flight Gear is a
'development/experimental' enviorment, we can't just
do whats best for 1 situation, we must cope with ppl
who have different purposes for multiplayer
capabilities.

We personally want 'bots' and normal multiplayer. Some
other ppl like 'dog-fighting', but as long FG doesn't
support it I won't implement it either.
Some other ppl want to use MP for even more
specialized purposes or handling 'customized'
subprotocols. To support that, we can't use 'server
side master control' such as all other MP games have
(unless you know a peer-to-peer MP game ?)

We only send specialized info that we know, everything
we can't parsed must be handled by the client(s).

That requires a totally different approach then a
single purpose optimized flight simulator.
> 
> 
> With best regards, Artur Kornacki
> 
Nobody has ever written a engine from scratch without
a lot of prior network programming experience that
supports 100+ players (ID software started with 8! and
they only support around 32 atm)
The best MOPG I know and ran on a single server was
Subspace. All other massive online multiplayer games
run on server clusters. Do you have a cluster at home
that I can borrow ? :)

This will be our first MPE from scratch. So don't
expect a commercial quality engine that needs all the
clients updating everytime the server says 'burb'.

My 2 cents.


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