Re: Multiplayer Game lag Issue - Java-Games
This is a discussion on Re: Multiplayer Game lag Issue - Java-Games ; In article <bk8rln$3el15@imsp212.netvigator.com>,
"L****a" <l****a@l****a.com> wrote:
> Hello.
>
> I am interested to know who people handle the lag problem in multiplayer
> game.
>
> When there is a server and 2 clients, let say one is ISDL, ...
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Re: Multiplayer Game lag Issue
In article <bk8rln$3el15@imsp212.netvigator.com>,
"L****a" <l****a@l****a.com> wrote:
> Hello.
>
> I am interested to know who people handle the lag problem in multiplayer
> game.
>
> When there is a server and 2 clients, let say one is ISDL, another is 56K
> connection,
> like the following:
>
> [ server ]
> / \
> / \
> ClientA ClientB
> (ISDL) (56K)
>
> As ClientA and ClientB send/receive paclets at different speed,
> how to ensure ClientA and ClientB obtaining the same game content?
Because the SERVER sends the packets at the same time. And the
server-packets are designed to fit well within (meaning "about half the
size of") the "minimum necessary bandwidth" to play the game.
So, if you allow/support 56kbit connections, then you should plan things
so that you only send ~2-3k of data/second.
> People may say using UDP over TCP to avoid re-sending packet,
> but how to ensure the UDP packet has been sent and received?
> Are they missed or in a certain order?
Send data that's either not absolutely required, or ok to get out of
order, or that expires in a short time UDP. For example "the current
state of the game" is no longer relevant 3 seconds, from now -- so if
the client misses a frame, it's ok for them to just take the next frame
and display it. Hence, UDP. Things that are critical, you might want
to send TCP. Or, maybe you just want to put reliability markers in your
UDP (i.e., make up your own reliability scheme.)
--
Please take off your shoes before arriving at my in-box.
I will not, no matter how "good" the deal, patronise any business which sends
unsolicited commercial e-mail or that advertises in discussion newsgroups.
-
Re: Multiplayer Game lag Issue
"Miss Elaine Eos" <Misc@*your-shoes*PlayNaked.com> wrote in message
news:Misc-316D5A.10392817092003@sea-read.news.verio.net...
> In article <bk8rln$3el15@imsp212.netvigator.com>,
> "L****a" <l****a@l****a.com> wrote:
>
> > Hello.
> >
> > I am interested to know who people handle the lag problem in multiplayer
> > game.
> >
> > When there is a server and 2 clients, let say one is ISDL, another is
56K
> > connection,
> > like the following:
> >
> > [ server ]
> > / \
> > / \
> > ClientA ClientB
> > (ISDL) (56K)
> >
> > As ClientA and ClientB send/receive paclets at different speed,
> > how to ensure ClientA and ClientB obtaining the same game content?
>
> Because the SERVER sends the packets at the same time. And the
> server-packets are designed to fit well within (meaning "about half the
> size of") the "minimum necessary bandwidth" to play the game.
But there is also latency issues with modems, not just bandwidth. I guess
you could delay sending packets to higher bandwidth players so they "see"
the same game time, 100ms or so.
Mike
-
Re: Multiplayer Game lag Issue
Vis Mike wrote:
> "Miss Elaine Eos" <Misc@*your-shoes*PlayNaked.com> wrote in message
> news:Misc-316D5A.10392817092003@sea-read.news.verio.net...
>
>>In article <bk8rln$3el15@imsp212.netvigator.com>,
>> "L****a" <l****a@l****a.com> wrote:
>>
>>
>>>Hello.
>>>
>>>I am interested to know who people handle the lag problem in multiplayer
>>>game.
>>>
>>>When there is a server and 2 clients, let say one is ISDL, another is
>
> 56K
>
>>>connection,
>>>like the following:
>>>
>>> [ server ]
>>> / \
>>> / \
>>> ClientA ClientB
>>> (ISDL) (56K)
>>>
>>>As ClientA and ClientB send/receive paclets at different speed,
>>>how to ensure ClientA and ClientB obtaining the same game content?
>>
>>Because the SERVER sends the packets at the same time. And the
>>server-packets are designed to fit well within (meaning "about half the
>>size of") the "minimum necessary bandwidth" to play the game.
>
> But there is also latency issues with modems, not just bandwidth. I guess
> you could delay sending packets to higher bandwidth players so they "see"
> the same game time, 100ms or so.
Much as it pains me to admit it, being a modem user, there is seldom
good reason to limit other players because someone has a bad connection.
If I were to connect to a foreign server, I wouldn't expect everyone
else to have their pings suddenly shoot up to 600ms just because my ISP
happens to route via satellite.
The sad fact of the matter is that some people have faster connections
than others. If I want to play anyway, I'm just going to have to live
with that fact.
Not saying you shouldn't plan for modem connections, but definitely
don't be screwing everyone else's game for them. If a player has a nice
low latency, high bandwidth connection, they should be allowed to use
it. They're probably paying extra for the priviledge after all.
--
Corey Murtagh
The Electric Monk
"Quidquid latine dictum sit, altum viditur!"
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Re: Multiplayer Game lag Issue
In article <bkbi9d$asu$1@bob.news.rcn.net>,
"Vis Mike" <visionary25@_nospam_hotmail.com> wrote:
> > > As ClientA and ClientB send/receive paclets at different speed,
> > > how to ensure ClientA and ClientB obtaining the same game content?
> > Because the SERVER sends the packets at the same time. And the
> > server-packets are designed to fit well within (meaning "about half the
> > size of") the "minimum necessary bandwidth" to play the game.
> But there is also latency issues with modems, not just bandwidth. I guess
> you could delay sending packets to higher bandwidth players so they "see"
> the same game time, 100ms or so.
Just as there are latency issues with the same speed connection but
one's local and one's in Austrailia (assuming you're in the US.)
AFAIK, none of The Big Boys bother to adjust for such latency -- it's
just "part of playing the game", and I think this is a reasonable
approach. It's not really practical to attempt to adjust for latency,
and it'd sure stink if the game had to slow everyone down just because
one guy halfway around the world with a bad connection logged on.
If it becomes a real problem, I suppose one could set up servers in
Europe and Asia, or some such -- but that strikes me as "a long way down
the road."
--
Please take off your shoes before arriving at my in-box.
I will not, no matter how "good" the deal, patronise any business which sends
unsolicited commercial e-mail or that advertises in discussion newsgroups.
-
Re: Multiplayer Game lag Issue
"Corey Murtagh" <emonk@slingshot.co.nz.no.uce> wrote in message
news:1063866865.407988@radsrv1.tranzpeer.net...
> Vis Mike wrote:
> > But there is also latency issues with modems, not just bandwidth. I
guess
> > you could delay sending packets to higher bandwidth players so they
"see"
> > the same game time, 100ms or so.
>
> Much as it pains me to admit it, being a modem user, there is seldom
> good reason to limit other players because someone has a bad connection.
> If I were to connect to a foreign server, I wouldn't expect everyone
> else to have their pings suddenly shoot up to 600ms just because my ISP
> happens to route via satellite.
No, no. I wouldn't restrict them to 600ms! Unless the game was called
'aggrivation' 
Maybe 100ms to lessen the latency difference.
Mike
-
Re: Multiplayer Game lag Issue
"Corey Murtagh" <emonk@slingshot.co.nz.no.uce> wrote in message
news:1063866865.407988@radsrv1.tranzpeer.net...
> Vis Mike wrote:
>
> > "Miss Elaine Eos" <Misc@*your-shoes*PlayNaked.com> wrote in message
> > news:Misc-316D5A.10392817092003@sea-read.news.verio.net...
> >
> >>In article <bk8rln$3el15@imsp212.netvigator.com>,
> >> "L****a" <l****a@l****a.com> wrote:
> >>
> >>
> >>>Hello.
> >>>
> >>>I am interested to know who people handle the lag problem in
multiplayer
> >>>game.
> >>>
> >>>When there is a server and 2 clients, let say one is ISDL, another is
> >
> > 56K
> >
> >>>connection,
> >>>like the following:
> >>>
> >>> [ server ]
> >>> / \
> >>> / \
> >>> ClientA ClientB
> >>> (ISDL) (56K)
> >>>
> >>>As ClientA and ClientB send/receive paclets at different speed,
> >>>how to ensure ClientA and ClientB obtaining the same game content?
> >>
> >>Because the SERVER sends the packets at the same time. And the
> >>server-packets are designed to fit well within (meaning "about half the
> >>size of") the "minimum necessary bandwidth" to play the game.
> >
> > But there is also latency issues with modems, not just bandwidth. I
guess
> > you could delay sending packets to higher bandwidth players so they
"see"
> > the same game time, 100ms or so.
>
> Much as it pains me to admit it, being a modem user, there is seldom
> good reason to limit other players because someone has a bad connection.
> If I were to connect to a foreign server, I wouldn't expect everyone
> else to have their pings suddenly shoot up to 600ms just because my ISP
> happens to route via satellite.
you confuse two things: connection speed (ping) and bandwidth......
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Re: Multiplayer Game lag Issue
"username" <e-mail@adress> writes:
> "Corey Murtagh" <emonk@slingshot.co.nz.no.uce> wrote in message
>
> you confuse two things: connection speed (ping) and bandwidth......
Most pings don't have anything to do with connections, measuring speed
of packet transfer below any connection protocol. You send a packet
requesting a packet back. The packet arrives 600ms later, or 300ms
each way. A TCP connection would therefore take 900 ms. SYN, ACK,
and SYN/ACK. (Is that the order?)
Starling
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