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Mail Archives: djgpp/2000/05/15/20:16:57

From: Jared Stevens <stevja AT lineo DOT com>
Organization: Lineo Inc.
To: djgpp AT delorie DOT com
Subject: Re: Network Algorythms
Date: Mon, 15 May 2000 16:14:24 -0600
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References: <200005152200 DOT SAA25610 AT envy DOT delorie DOT com>
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Message-Id: <00051516174001.01134@sparky.lineo.com>
Reply-To: djgpp AT delorie DOT com

On Mon, 15 May 2000, you wrote:
> Try sending the packets asynchronously.  That is, each computer sends
> out a packet per frame, regardless of what packets it's gotten from
> the other computers.  As packets come in from other computers, update
> those player's information, but when it comes time to draw the screen,
> just use whatever information you already have (rather than waiting).
> That way, if one computer crashes, the only effect on the others is
> that that player will seem to just freeze.

That's what I was doing before... I have an array of structures that stores the
current states of all of the tanks, and so, when I drop packets, that's what
happens. I decided later to make it wait for computers in an effort to minimize
dopped packets, but it isn't working. The problem I think that I'm having is that when all the
computers are sending packets at the same time, it starts flooding the network
and I drop packets. I can't figure out how since I'm only sending 44
bytes/packet. I'd think the network would be able to handle more than that.
Would the IPX protocol have any effect on this? (I forgot to mention that in my
previous message). 

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