>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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > 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... _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

