>No.  Not really.  If you are LAN'ing, then there is no point as I've
>said previously, so lets take the example of connecting via the
>internet...  You have an ISP...  While they *may* run some multicast
>routing protocol (PIM for example), they will not extend that to the end
>user.  They will not extend that to peers, except for contractual
>obligations (ie someone pays them to).  Its really nasty, and taxing on
>routers.  Keep in mind that a multicast address is always a destination
>address.  So a node joins a multicast group and the router will (once
>Multicast routing does its thing) forward the traffic to the host.
>Imagine hosts one the internet constantly joining and leaving multicast
>groups...  Routers will have a hard time keeping up, and that much
>constant change isn't something that a network operator likes..

on a lan cutting down 94% of traffic is a thing for wich a lan
operator could kill someone, believe me =)
and over the internet - its server admin's problems to work things out
with isp and considering the possible 94% cut - it worths it.
time will pass and this will be a common thing imho.

2005/7/18, James Tucker <[EMAIL PROTECTED]>:
> On 7/17/05, Steve Dalberg <[EMAIL PROTECTED]> wrote:
> > Lastly, and I'm not sure on this, but I don't believe that
> > all updates from a server to client are identical, but I'm not sure...
>
> "Game data is compressed using delta compression to reduce network
> load. That means the server doesn't send a full world snapshot each
> time, but rather only changes (a delta snapshot) that happened since
> the last acknowledged update. With each packet sent between the client
> and server, acknowledge numbers are attached to keep track of their
> data flow. Usually full (non-delta) snapshots are only sent when a
> game starts or a client suffers from heavy packet loss for a couple of
> seconds. Clients can request a full snapshot manually with the
> cl_fullupdate command." --
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
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that doesn't change anything, delta snapshot can be sent multicasted
as well, and on error to unicast a full snapshot to the laggy client
is a good idea.
and im not really sure why should the snapshots be encrypted.. the
rest data - yeah, but the snapshots with coords etc...

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