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diff --git a/pipermail/nel/2001-July/000485.html b/pipermail/nel/2001-July/000485.html new file mode 100644 index 00000000..53a1a772 --- /dev/null +++ b/pipermail/nel/2001-July/000485.html @@ -0,0 +1,101 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] TCP vs. UDP</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:archer%40frmug.org"> + <LINK REL="Previous" HREF="000482.html"> + <LINK REL="Next" HREF="000487.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] TCP vs. UDP</H1> + <B>Vincent Archer</B> + <A HREF="mailto:archer%40frmug.org" + TITLE="[Nel] TCP vs. UDP">archer@frmug.org</A><BR> + <I>Thu, 5 Jul 2001 18:04:42 +0200</I> + <P><UL> + <LI> Previous message: <A HREF="000482.html">[Nel] TCP vs. UDP</A></li> + <LI> Next message: <A HREF="000487.html">[Nel] TCP vs. UDP</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#485">[ date ]</a> + <a href="thread.html#485">[ thread ]</a> + <a href="subject.html#485">[ subject ]</a> + <a href="author.html#485">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>According to Vianney Lecroart: +><i> On Anarchy Online game, they only use TCP protocol between client and server +</I>><i> (other commercial online game use UDP) and it seems that it causes lot of +</I>><i> problem like horrible ping or connection lost: +</I>><i> <A HREF="http://aoforums.funcom.com/showthread.php?threadid=26297">http://aoforums.funcom.com/showthread.php?threadid=26297</A> +</I> + +This post (and the rest of the discussion) do highlight the problems of +AO. However, only one post, in the whole thread, seems to be close to the +real "problem". + +I have two friends who are playing AO together. They often experience +"bad lag" (i.e. 20-30s delays between a command and it's execution). +However, there's one strange thing during these periods of bad lag. + +They still chat with each other. + +And I've done checking with tcpdump: you do not talk directly between clients. +Everything goes thru the AO servers. + +My guess is that their architecture is based on a front-end/zone service +model. Clients connect to a front end, and said front-end connects to a +zone service, depending on the zone you are in. This is further supported +by various analysis points during beta, notably when the zone service +crashed while I was in it (and the whole mission dungeon got resert and +randomly re-rolled), and the numerous problems people have for zoning +(zone... after a strangely fixed 45s - the default TCP connection timeout - + you get "Area Change not initiated on server). + +So you have: + +Client ---- TCP ----> Front End ---- TCP ----> Zone server + ^ / + | / + V / +Client ---- TCP ----> Front End ---- TCP -/ + +which is probably the worst architecture I can imagine, specially as there +appears to be one front-end per client, and front ends closes and opens +communication to zone servers. :( + +><i> In a first step, we would like to know your opinion about this choice. And +</I>><i> in a next step, we'll do some test about ping/packet lost and so on to +</I>><i> compare TCP and UDP, and we'll need your help to do that. +</I> +Packet loss is a non-sequitur under TCP. You *cannot* lose packets under TCP :) +(you lose connection first) + +-- + Vincent Archer Email: <A HREF="mailto:archer@frmug.org">archer@frmug.org</A> + +All men are mortal. Socrates was mortal. Therefore, all men are Socrates. + (Woody Allen) + +</pre> + + + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000482.html">[Nel] TCP vs. UDP</A></li> + <LI> Next message: <A HREF="000487.html">[Nel] TCP vs. UDP</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#485">[ date ]</a> + <a href="thread.html#485">[ thread ]</a> + <a href="subject.html#485">[ subject ]</a> + <a href="author.html#485">[ author ]</a> + </LI> + </UL> +</body></html> |