On 24/06/2008, at 2:42 AM, Matthew Dillon wrote:
It should be noted that Nagle can cause high latencies even when
delayed acks are turned off. Nagle's delay is not timed... in its
simplest description it prevents packets from being transmitted
for new data coming from userland if
Hi,
I'm wondering if anything exists to set this.. When you create an INET
socket
without the 'TCP_NODELAY' flag the network layer does 'naggling' on your
transmitted data. Sometimes with hosts that use Delayed_ACK
(net.inet.tcp.
delayed_ack) it creates a dead-lock where the host will not
:Hi,
:
:I'm wondering if anything exists to set this.. When you create an INET
:socket
:without the 'TCP_NODELAY' flag the network layer does 'naggling' on your
:transmitted data. Sometimes with hosts that use Delayed_ACK
:(net.inet.tcp.
:delayed_ack) it creates a dead-lock where the host
On Mon, Jun 23, 2008 at 05:25:49PM +1000, Jerahmy Pocott wrote:
So does anyone know IF this can be tuned and if so by what?
You can tune it with net.inet.tcp.delacktime - it should be is ms.
David.
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On 23/06/2008, at 6:27 PM, Matthew Dillon wrote:
Can it break down and cause excessive lag? Yes, it can.
Interactive
games almost universally have to disable Nagle because the lag is
actually due to the data relay from client 1 - server then
relaying
the interactive event
On 23/06/2008, at 7:00 PM, David Malone wrote:
On Mon, Jun 23, 2008 at 05:25:49PM +1000, Jerahmy Pocott wrote:
So does anyone know IF this can be tuned and if so by what?
You can tune it with net.inet.tcp.delacktime - it should be is ms.
Yeah I saw that one. But that only changes the
Matthew Dillon wrote:
In anycase, the usual solution is to disable Nagle rather then mess
with delayed acks. What we need is a new Nagle that understands the
new reality for interactive connections... something that doesn't break
performance in the 'server in the middle' data
:One possibility I see is a statistic about DelACKs per TCP connection,
:counting those that were rightfully delayed (with hindsight). I.e.,
:if an ACK is delayed, but there was no chance to piggy-back it or to
:combine it with another ACK, it could have been sent without delay.
:Only those