Shouldn't the underlying transportation protocol take care of congestion
control?
I think the server should simply indiciate overload and reduce the number of
packets it can accept.
Now I'm not too familiar with the XMPP protocol but I would assume that it
has build in features to indicate overload.


2009/10/5 [email protected] <david.c.hubbard%[email protected]>
<[email protected]>

>
> Hi Michael,
>
> MMOGs use locality to only process or transmit what's in the area
> around you. Like you pointed out, the client might tell servers what
> "pages" should be updated in real time -- this is a good analogy to
> what MMOGs do with locality.
>
> The wave protocol has a built-in advantage from its tree network
> topology: many clients per server, with federation on the backbone.
> However, users are likely to participate in waves that cross
> boundaries, which makes this harder. In MMOGs, game play is often
> structured into "worlds" (lots of names for them: levels, islands,
> etc.) -- and when the user enters a world, they will close their
> connection to any other server and just communicate with that world's
> server. I'm not sure how to make something like this work for wave.
>
> Wave might benefit from caching parameters in the protocol. I'm not
> familiar with how wave.google.com works, but does the index wave have
> information like a last-modified time for each wave?
>
> When the "perfect storm" hits an area, MMOGs also use active
> congestion control. Specifically, the server can tell all clients to
> reduce the update rate for specific things (specific waves?). It's
> only for the rarest of cases, and needs to be tuned to work well.
> Maybe it's not a good candidate for now.
>
> Thanks,
> David
> >
>

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