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Mail Archives: djgpp/2013/01/16/09:18:08

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Date: Wed, 16 Jan 2013 16:17:51 +0200
Message-ID: <CAA2C=vD6g-ZQJr2Hm61SVzQ=f6AP7_6-WmRdzS+2O5_SnC+VAg@mail.gmail.com>
Subject: Re: ANNOUNCE: tcp/ip library Watt-32 (version 2.2 dev-rel. 10)
compiled with DJGPP.
From: Ozkan Sezer <sezeroz AT gmail DOT com>
To: djgpp AT delorie DOT com
Cc: Gisle Vanem <gvanem AT broadpark DOT no>
Reply-To: djgpp AT delorie DOT com
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On 1/16/13, Gisle Vanem <gvanem AT broadpark DOT no> wrote:
> "Ozkan Sezer" <sezeroz AT gmail DOT com> wrote:
>
>> Is the packet reassembly fixed in the new version? I am
>> much interested in that.
>
> No, but it's on my TODO list and I'd be happy to get some help
> with this. Would you be willing to have a look at my latest version
> and test it etc.?
>

Certainly.

> I've searched many different implementations & algorithms for the
> best IP-defragmentations. Most of them requires lots of malloc()
> at run-time. This is big no-no on low-mem systems DOS (esp. 16-bit).
> Prone to DoS attacks too.
>
> Your Hexen (?) game-program must be the only program I'm aware of that
> *requires* IP-fragments. Can it really not use TCP streams or UDP packetized
> traffic like other well behaved programs?

Of course I can change it to not cause frags, but doing that will break
backwards compatibility due to protocol changes.  The thing is an just
old game and what I am doing with it is just porting and maintaining it
with maximum compatibility.

>
> --gv
>
>

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