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<H1>Re: [MUD-Dev] Mud hosting services</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Mud hosting services </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#cp,net">claw#cp,net</A>&gt;</LI>
<LI><em>Date</em>: Fri, 19 Nov 1999 17:28:28 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Sat, 20 Nov 1999 05:10:09 +1300 
Ian Macintosh &lt;iman#issystems,co.nz&gt; wrote:

&gt;&gt; J C Lawrence wrote: Sent: Friday, 19 November 1999 11:20
&gt;&gt; 
&gt;&gt; There's been some discussion on the list previously of
&gt;&gt; establishing fault tolerant protocols for server/client
&gt;&gt; communications where both sides specifically knew what data they
&gt;&gt; had to have at any point (or send thru and have confirmed
&gt;&gt; receipt), and what they could continue acceptably without.
&gt;&gt; 
&gt;&gt; The above however raises another possibility: The transmitter
&gt;&gt; (can be client or server) monitors bandwidth conditions to the
&gt;&gt; receiver, and tailors both its frame rate and the data content of
&gt;&gt; the streams to suit.  Thus, transposing this into a video stream
&gt;&gt; analogy, players on fast connections would get get high frame
&gt;&gt; rates, players on slow connections would get lower frame rates,
&gt;&gt; and, and this is the clever bit, everybody would always receive
&gt;&gt; all the data their end needed for logical correctness without
&gt;&gt; that data (often) having to compete for bandwidth with other
&gt;&gt; lower priority data streams..

&gt; Sadly, the only system that supports that currently is Microsoft's
&gt; DirectX (to my knowledge).  

That's hardly a surprise.

&gt; It is UDP based, and you can check your outbound buffer size,
&gt; client bandwidth capabilities, send 'urgent front of queue'
&gt; messages, unimportant datagrams, important sequenced or
&gt; unsequenced, etc, etc.  VERY good implementation.  The sad thing
&gt; is both client and server must be a Win95/98 system at the moment,
&gt; or Win2000 when it hits release date.

We're talking about a couple thousand lines of code here really.
Nothing horrible.  An error correction layer atop UDP ala TCP, and
then a series of message abstractions as you describe with some
queue and fairness algorithms.

&gt; The simple way to do it for cross-platform availability would be
&gt; to use two sockets.  One TCP, one UDP.  Send stuff you can afford
&gt; to loose out via the UDP port, and important stuff via TCP.  Very
&gt; simple, but could improve your system performance quite a bit.

Yup.  This was the level the last discussion of this area on the
list reached.

&gt; You could probably glean an idea of the recipients bandwidth by
&gt; seeing how long it took to ack data back to you, but that would be
&gt; a bit kludgy.

Some stacks also allow retransmit stats to be extracted.

-- 
J C Lawrence                              Internet: claw#kanga,nu
----------(*)                            Internet: coder#kanga,nu
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...


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<LI><STRONG><A NAME="00400" HREF="msg00400.html">RE: [MUD-Dev] Mud hosting services</A></STRONG>
<UL><LI><EM>From:</EM> "Ian Macintosh" &lt;iman#issystems,co.nz&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Mud hosting services</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00273" HREF="msg00273.html">Re: [MUD-Dev] Mud hosting services</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#attglobal,net">mikclrk#attglobal,net</a>, Tue 16 Nov 1999, 21:19 GMT
<UL>
<LI><strong><A NAME="00383" HREF="msg00383.html">Re: [MUD-Dev] Mud hosting services</A></strong>, 
J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Thu 18 Nov 1999, 22:19 GMT
<UL>
<LI><strong><A NAME="00400" HREF="msg00400.html">RE: [MUD-Dev] Mud hosting services</A></strong>, 
Ian Macintosh <a href="mailto:iman#issystems,co.nz">iman#issystems,co.nz</a>, Fri 19 Nov 1999, 18:27 GMT
<UL>
<LI><strong><A NAME="00410" HREF="msg00410.html">Re: [MUD-Dev] Mud hosting services</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#attglobal,net">mikclrk#attglobal,net</a>, Fri 19 Nov 1999, 21:34 GMT
</LI>
<LI><strong><A NAME="00419" HREF="msg00419.html">Re: [MUD-Dev] Mud hosting services</A></strong>, 
J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Sat 20 Nov 1999, 01:28 GMT
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<LI><strong><A NAME="00272" HREF="msg00272.html">Re: [MUD-Dev] Mud hosting services</A></strong>, 
AR Schleicher <a href="mailto:ars#iag,net">ars#iag,net</a>, Tue 16 Nov 1999, 21:19 GMT
<UL>
<LI><strong><A NAME="00274" HREF="msg00274.html">Re: [MUD-Dev] Mud hosting services</A></strong>, 
Dundee <a href="mailto:SkeptAck#antisocial,com">SkeptAck#antisocial,com</a>, Tue 16 Nov 1999, 22:31 GMT
<UL>
<LI><strong><A NAME="00363" HREF="msg00363.html">Re: [MUD-Dev] Mud hosting services</A></strong>, 
AR Schleicher <a href="mailto:ars#iag,net">ars#iag,net</a>, Thu 18 Nov 1999, 17:00 GMT
<UL>
<LI><strong><A NAME="00371" HREF="msg00371.html">Re: [MUD-Dev] Mud hosting services</A></strong>, 
Dundee <a href="mailto:SkeptAck#antisocial,com">SkeptAck#antisocial,com</a>, Thu 18 Nov 1999, 18:23 GMT
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