Apparently, for the pyglet-twisted reactor you mentioned,  you can
change the ping by altering the call-interval setting, but you will
still hit a wall at some point, check this issue:

http://code.google.com/p/pyglet-twisted/issues/detail?id=4

Thomas


On 19 mar, 07:14, caribou <[email protected]> wrote:
> Hello,
>
> I'm fighting for weeks now, trying to make work twisted and pyglet. I
> found several projects :
>
> * pyglet-twisted (pygletreactor)
> * a simple coiterate snippet in this very group
> * and a few other ones from different projects
>
> My problem is that with all my tests i can't get les than ~40ms ping
> on a local server. Actually the communication duration is quite ok but
> once the information is on the client-side there is some latency. I
> guess this is an event handling "problem".
>
> I made a lot of tests on different machines, in different situations,
> twisted alone is ok, mixed with pyglet it isn't.
>
> I'm doing a realtime network game, should i go with these 40ms ?
> Knowing that 80ms is kind of the max ping a player could tolerate,
> that would mean that a player need a maximum of 40ms to reach a total
> of 80ms "playable" ping.
>
> Any advise, clue ?

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