-If you want to know if the network is faulty, having lost an UDP packet, or missed a packet reorder, then you simply have to compare Game.log. This is a dump of what the Game engine received from the network. -If they differ, then the network is faulty and did miss an UDP packet loss, or did miss an UDP packet reorder. In such a case, I have to fix the net code, and please send me the full logs from each players (compressed). -If they don't differ, then the game engine received exactly the same orders, and then some part of the game engine is faulty. (leave the network system alone, it's fine)
-The current code is meant to use the best of UDP (lowest latency) and add the main features of TCP (packet loss and reorder). -It does things that cannot be done in TCP, like resending packet from a disconnected player to the players still playing. -And I may be wrong, but I seriously believe you can't punch hole with TCP, at least not like we do. -From a design point of view, TCP is not designed for games. All reactive games uses UDP. -From a security point of view, my network code is bad. For this reason only it has to be fully reworked. Add to this the need to be better written. _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
