Hi Stefan, Joe,

You are right -- that is network congestion control, dropped packets
and TCP retries. That deals with the limited bandwidth between two
communicating processes. If wave.google.com is maxing out its network
capacity with CPU or memory left over, TCP retries will slow down wave
updates.

The active congestion control I was thinking about would be helpful if
(and I think it may not happen very often) 100's of participants all
edit the same small block of text at the same time.

I think caching parameters in the protocol are a good idea.

And I wonder if the idea of MMOG "worlds" can be applied to wave, but
I don't see how.

David

On Oct 5, 1:58 am, Stefan Langer <[email protected]> wrote:
> 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.

On Oct 5, 2:20 am, Joe Developer <[email protected]> wrote:
> Overload can happen at different points depending on clients, right now we
> are seeing waves with 500+ blips, it is not unlikely that the future will
> bring waves with 100's of concurrently editing participants of a wave, to
> what extent we just 'give up' on that scenario I don't know. The issue  not
> so much a question of server overload as client overload, thats a boat load
> of bandwidth and processing demand especially for mobile devices. We could
> end in a situation where we narrow the fidelity of the information of the
> larger wave and focus on blips that are in proximity to our viewport. Since
> blips are waves and vice versa (right?) we may be able to come up with a
> general solution.
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