Re: [Flightgear-devel] I am going to terminate mpserver04
At Tuesday 04 March 2008 18:25:02 Anders Gidenstam wrote: On Tue, 4 Mar 2008, Pietro wrote: and Oliver wrote: The server forwards all packets to every directly connected clients (ie. users) and every server it knows about. I agree with 'the nature of the beast', as LeeE stated. Server acting as mery packet relay can't do more. Server should act as packet filtering relay, for ex. if I'm flying over south Italy, all San Francisco zone traffic info are of no interest for me. So IMHO we need no universal servers but zone servers. Theoretically if no player connected to Europe zone server is flying over North America and no player connected to North America zone server is flying over Europe, these two servers have no need to communicate each other. The mpservers already do a simple form of distance based filtering: 1. Server to directly connected clients: An mpserver only relay data to (its local) clients within 50nm of the source. 2. Inter-server relaying. Data from a local client is only relayed at full speed to those mpservers that have clients within 50nm of the source. The data feed to other mpservers is reduced to about one packet per second (the rest from that client are not relayed). The reduced rate relay is need to keep all mpservers informed about all players. Of course, since nearly all MP activity occurs with 50nm of KSFO these measures have a limited effect. But still, mpserver06 has a much lower bandwidth usage than e.g. 02 thanks to few local clients and this scheme. Cheers, Anders Ah, nice to know it. I didn't see sources and doc isn't talking about it. Regards, Pietro - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] I am going to terminate mpserver04
LeeE wrote: It's the nature of the beast I'm afraid. Even if people are not logging directly into mpserver04 all FG MP traffic has to be echoed to it, so each FG MP server needs the same synchronisation bandwidth. Any clients who connect to the FG net via mpserver04 will only increase the bandwidth further. Its a shame but you probably have little choice:( LeeE and Oliver wrote: The server forwards all packets to every directly connected clients (ie. users) and every server it knows about. and Pigeon wrote: A single MP packet is close to at least 500 byte currently. So at a typical 10Hz rate that gives 5kB/s per server per player. And of course the more players, the more packet the server will receive as well as forward onto other players. And then there's server relay part, which essentially another copy of the packet upstream. Guess we could put together a formula to calculate given the number of players and relays. I agree with 'the nature of the beast', as LeeE stated. Server acting as mery packet relay can't do more. Server should act as packet filtering relay, for ex. if I'm flying over south Italy, all San Francisco zone traffic info are of no interest for me. So IMHO we need no universal servers but zone servers. Theoretically if no player connected to Europe zone server is flying over North America and no player connected to North America zone server is flying over Europe, these two servers have no need to communicate each other. Unfortunatelly, I think it isn't anythink new, everebody can reach this idea, the hard part is write that server ;) Regards, Pietro - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OT: When I'm not working on FG...
At Monday 11 February 2008 14:48:48 LeeE wrote: ...I sometimes work on 3D 'art' pictures. http://www.spatial.plus.com/V5/im_WoodenDream-001-006.jpg Is my latest effort. There are a few aspects of it that I'd like to improve and I might come back to it at some point, but it'll do for now. This image took ~9 hours to render (including post-processing global illumination) using a six node (7 cpu) heterogenous render 'smallholding' (it's not big or powerful enough to be called a farm;) All Linux - CPU speeds between 350-1700 MHz. LeeE Very nice, compliments :) Which kind of rendering SW? POVRay? Pietro - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Navaids FIX data with duplicates entries
At Thursday 07 February 2008 15:28:55 Cleber Santz wrote: One more thing, some FIX that find in X-Plane navaid data not appers in FlightGear ( FIX for SBGL airport for example ), is not the same database ? Hi, AFAIK the fgfs navaids files have been converted from X-plane data files, but alas, years ago and therefore they are outdated. Pietro - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel