Search Results

Search found 1102 results on 45 pages for 'udp'.

Page 7/45 | < Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >

  • On iPhone, what does EPERM (errno == 1) mean in reponse to send() of UDP data?

    - by Chris Markle
    We sending data over UDP from the iPhone, sometimes, but not always, in response to our first send() of UDP data, we are getting back a -1 return code and errno set to 1 (EPERM / operation not permitted). The EPERM result for send(), sendto() and sendmsg() is not documented in the man pages as a return result from those functions. Has anyone out there encountered this and might be able to shed some light on what this errno value means in this context?

    Read the article

  • Does it make sense to have several UDP ports ready? Will packets be dropped?

    - by Gubatron
    I'm coding a networking application on Android. I'm thinking of having a single UDP port and Datagram socket that receives all the datagrams that are sent to it and then have different processing queues for these messages. I'm doubting if I should have a second or third UDP socket on standby. Some messages will be very short (100bytes or so), but others will have to transfer files. My concern is, will the Android kernel drop the small messages if it's too busy handling the bigger ones?

    Read the article

  • Send regular keyboard samples OR keyboard state changes over network

    - by Ciaran
    Building a multi player asteroids game where ships compete with each other. Using UDP. Wanted to minimize traffic sent to server. Which would you do: Send periodic keyboard state samples every from client every to match server physics update rate e.g. 50 times per second. Highly resilient to packet loss and other reliabilty problems. Out of date packets disacarded by server. Generates a lot of unnuecessary traffic. Only send keyboard state when it changes (key up, key down). Radically less traffic sent from client to server. However, UDP can lose packets without you being informed. So the latter method could result in the vital packet never being resent unless I detect and resend this in a timely manner.

    Read the article

  • Problem in udp socket programing in c

    - by Md. Talha
    I complile the following C code of UDP client after I run './udpclient localhost 9191' in terminal.I put "Enter Text= " as Hello, but it is showing error in sendto as below: Enter text: hello hello : error in sendto()guest-1SDRJ2@md-K42F:~/Desktop$ " Note: I open 1st the server port as below in other terminal ./server 9191. I beleive there is no error in server code. The udp client is not passing message to server. If I don't use thread , the message is passing .But I have to do it by thread. UDP client Code: /* simple UDP echo client */ #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include <arpa/inet.h> #include <netdb.h> #include <stdio.h> #include <pthread.h> #define STRLEN 1024 static void *readdata(void *); static void *writedata(void *); int sockfd, n, slen; struct sockaddr_in servaddr; char sendline[STRLEN], recvline[STRLEN]; int main(int argc, char *argv[]) { pthread_t readid,writeid; struct sockaddr_in servaddr; struct hostent *h; if(argc != 3) { printf("Usage: %s <proxy server ip> <port>\n", argv[0]); exit(0); } /* create hostent structure from user entered host name*/ if ( (h = gethostbyname(argv[1])) == NULL) { printf("\n%s: error in gethostbyname()", argv[0]); exit(0); } /* create server address structure */ bzero(&servaddr, sizeof(servaddr)); /* initialize it */ servaddr.sin_family = AF_INET; memcpy((char *) &servaddr.sin_addr.s_addr, h->h_addr_list[0], h->h_length); servaddr.sin_port = htons(atoi(argv[2])); /* get the port number from argv[2]*/ /* create a UDP socket: SOCK_DGRAM */ if ( (sockfd = socket(AF_INET,SOCK_DGRAM, 0)) < 0) { printf("\n%s: error in socket()", argv[0]); exit(0); } pthread_create(&readid,NULL,&readdata,NULL); pthread_create(&writeid,NULL,&writedata,NULL); while(1) { }; close(sockfd); } static void * writedata(void *arg) { /* get user input */ printf("\nEnter text: "); do { if (fgets(sendline, STRLEN, stdin) == NULL) { printf("\n%s: error in fgets()"); exit(0); } /* send a text */ if (sendto(sockfd, sendline, sizeof(sendline), 0, (struct sockaddr *) &servaddr, sizeof(servaddr)) < 0) { printf("\n%s: error in sendto()"); exit(0); } }while(1); } static void * readdata(void *arg) { /* wait for echo */ slen = sizeof(servaddr); if ( (n = recvfrom(sockfd, recvline, STRLEN, 0, (struct sockaddr *) &servaddr, &slen)) < 0) { printf("\n%s: error in recvfrom()"); exit(0); } /* null terminate the string */ recvline[n] = 0; fputs(recvline, stdout); }

    Read the article

  • How to distinguish between two different UDP clients on the same IP address?

    - by Ricket
    I'm writing a UDP server, which is a first for me; I've only done a bit of TCP communications. And I'm having trouble figuring out exactly how to distinguish which user is which, since UDP deals only with packets rather than connections and I therefore cannot tell exactly who I'm communicating with. Here is pseudocode of my current server loop: DatagramPacket p; socket.receive(p); // now p contains the user's IP and port, and the data int key = getKey(p); if(key == 0) { // connection request key = makeKey(p); clients.add(key, p.ip); send(p.ip, p.port, key); // give the user his key } else { // user has a key // verify key belongs to that IP address // lookup the user's session data based on the key // react to the packet in the context of the session } When designing this, I kept in mind these points: Multiple users may exist on the same IP address, due to the presence of routers, therefore users must have a separate identification key. Packets can be spoofed, so the key should be checked against its original IP address and ignored if a different IP tries to use the key. The outbound port on the client side might change among packets. Is that third assumption correct, or can I simply assume that one user = one IP+port combination? Is this commonly done, or should I continue to create a special key like I am currently doing? I'm not completely clear on how TCP negotiates a connection so if you think I should model it off of TCP then please link me to a good tutorial or something on TCP's SYN/SYNACK/ACK mess. Also note, I do have a provision to resend a key, if an IP sends a 0 and that IP already has a pending key; I omitted it to keep the snippet simple. I understand that UDP is not guaranteed to arrive, and I plan to add reliability to the main packet handling code later as well.

    Read the article

  • Ubuntu Server attack? how to solve?

    - by saky
    Hello, Something (Someone) is sending out UDP packets sent from our whole ip range. This seems to be multicast DNS. Our server host provided this (Our IP Address is masked with XX): Jun 3 11:02:13 webserver kernel: Firewall: *UDP_IN Blocked* IN=eth0 OUT= MAC=01:00:5e:00:00:fb:00:30:48:94:46:c4:08:00 SRC=193.23X.21X.XX DST=224.0.0.251 LEN=73 TOS=0x00 PREC=0x00 TTL=255 ID=0 DF PROTO=UDP SPT=5353 DPT=5353 LEN=53 Jun 3 11:02:23 webserver kernel: Firewall: *UDP_IN Blocked* IN=eth0 OUT= MAC=01:00:5e:00:00:fb:00:30:48:94:46:c4:08:00 SRC=193.23X.21X.XX DST=224.0.0.251 LEN=73 TOS=0x00 PREC=0x00 TTL=255 ID=0 DF PROTO=UDP SPT=5353 DPT=5353 LEN=53 Jun 3 11:02:32 webserver kernel: Firewall: *UDP_IN Blocked* IN=eth0 OUT= MAC=01:00:5e:00:00:fb:00:30:48:94:46:c4:08:00 SRC=193.23X.21X.XX DST=224.0.0.251 LEN=73 TOS=0x00 PREC=0x00 TTL=255 ID=0 DF PROTO=UDP SPT=5353 DPT=5353 LEN=53 Jun 3 11:02:35 webserver kernel: Firewall: *UDP_IN Blocked* IN=eth0 OUT= MAC=01:00:5e:00:00:fb:00:30:48:94:46:c4:08:00 SRC=193.23X.21X.XX DST=224.0.0.251 LEN=73 TOS=0x00 PREC=0x00 TTL=255 ID=0 DF PROTO=UDP SPT=5353 DPT=5353 LEN=53 I checked my /var/log/auth.log file and found out that someone from China (Using ip-locator) was trying to get in to the server using ssh. ... Jun 3 11:32:00 server2 sshd[28511]: Failed password for root from 202.100.108.25 port 39047 ssh2 Jun 3 11:32:08 server2 sshd[28514]: pam_unix(sshd:auth): authentication failure; logname= uid=0 euid=0 tty=ssh ruser= rhost=202.100.108.25 user=root Jun 3 11:32:09 server2 sshd[28514]: Failed password for root from 202.100.108.25 port 39756 ssh2 Jun 3 11:32:16 server2 sshd[28516]: pam_unix(sshd:auth): authentication failure; logname= uid=0 euid=0 tty=ssh ruser= rhost=202.100.108.25 user=root ... I have blocked that IP address using this command: sudo iptables -A INPUT -s 202.100.108.25 -j DROP However, I have no clue about the UDP multicasting, what is doing this? who is doing it? and how I can stop it? Anyone know?

    Read the article

  • Why do socket.makefile objects fail after the first read for UDP sockets?

    - by Eli Courtwright
    I'm using the socket.makefile method to create a file-like object on a UDP socket for the purposes of reading. When I receive a UDP packet, I can read the entire contents of the packet all at once by using the read method, but if I try to split it up into multiple reads, my program hangs. Here's a program which demonstrates this problem: import socket from sys import argv SERVER_ADDR = ("localhost", 12345) sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) sock.bind(SERVER_ADDR) f = sock.makefile("rb") sock.sendto("HelloWorld", SERVER_ADDR) if "--all" in argv: print f.read(10) else: print f.read(5) print f.read(5) If I run the above program with the --all option, then it works perfectly and prints HelloWorld. If I run it without that option, it prints Hello and then hangs on the second read. I do not have this problem with socket.makefile objects when using TCP sockets. Why is this happening and what can I do to stop it?

    Read the article

  • How to I access "Deny" message from a Lidgren client?

    - by TJ Mott
    I'm using the Lidgren v3 network for a UDP client/server networking model. On the server end, I'm initializing a NetServer object with the NetIncomingMessage.ConnectionApproval message type enabled. So the client is able to successfully connect and the first packet it sends is a login packet, containing a username and password supplied by the user. The server is receiving that and doing some black magic to authenticate, and everything works up to that point. If the login fails, the server calling NetIncomingMessage.SenderConnection.Deny("Invalid Login Credentials"). I want to know how to properly receive this deny message on the client. I'm getting the message, it shows up with a message type of NetIncomingMessage.StatusChanged. If I call ReadString on that message, I get a corrupted version of the string I passed to the Deny method on the server. The type of corruption varies, I've seen odd characters in there but in every case it's truncated and is way shorter than the string I entered. Any ideas? The official documentation is sparse on this topic. I could use pointers from anyone who has successfully used the Lidgren library and uses the Accept or Deny methods. Also, if I don't do any authentication and just Approve() the connection every time, stuff actually works just fine and I'm getting reliable two-way UDP traffic. (And lastly, Stack Exchange said I don't have enough reputation to use the "Lidgren" tag....???)

    Read the article

  • AD-Integrated DNS failure: "Access was Denied"

    - by goldPseudo
    I have a single Windows 2008 R2 server configured as a domain controller with Active Directory Domain Services and DNS Server. The DNS Server was recently uninstalled and reinstalled in an attempt to fix a (possibly unrelated) problem; the event log was previously flooded with errors (#4000, "The DNS Server was unable to open Active Directory...") which reinstalling did not fix. However, while before it was at least showing and resolving names from the local network (slowly), now it's showing nothing at all. (The original error started with a #4015 error "The DNS server has encountered a critical error from the Active Directory," followed by a long string of #4000 and a few #4004. This may have been caused when a new DNS name was recently added, but I can't be sure of the timing.) Attempting to manage the DNS through Administrative Tools > DNS brings up an error: The server SERVERNAME could not be contacted. The error was: Access was denied. Would you like to add it anyway? Selecting yes just puts a SERVERNAME item on the list, but with all the configuration options grayed out. I attempted editing my hosts file as per this post but to no avail. Running dcdiag, it does identify the home server properly, but fails right away testing connectivity with: Starting test: Connectivity The host blahblahblahyaddayaddayadda could not be resolved to an IP address. Check the DNS server, DHCP, server name, etc. Got error while checking LDAP and RPC connectivity. Please check your firewall settings. ......................... SERVERNAME failed test Connectivity Adding the blahblahblahyaddayaddayadda address to hosts (pointing at 127.0.0.1), the connectivity test succeeded but it didn't seem to solve the fundamental problem (Access was denied) so I hashed it out again. Primary DNS server is properly pointing at 127.0.0.1 according to ipconfig /all. And the DNS server is forwarding requests to external addresses properly (if slowly), but the resolving of local network names is borked. The DNS database itself is small enough that I am (grudgingly) able to rebuild it if need be, but the DNS Server doesn't seem willing to let me work with (or around) it at all. (and yes before you ask there are no system backups available) Where do I go from here? As requested, my (slightly obfuscated) dcdiag output: Directory Server Diagnosis Performing initial setup: Trying to find home server... Home Server = bulgogi * Identified AD Forest. Done gathering initial info. Doing initial required tests Testing server: Obfuscated\BULGOGI Starting test: Connectivity The host a-whole-lot-of-numbers._msdcs.obfuscated.address could not be resolved to an IP address. Check the DNS server, DHCP, server name, etc. Got error while checking LDAP and RPC connectivity. Please check your firewall settings. ......................... BULGOGI failed test Connectivity Doing primary tests Testing server: Obfuscated\BULGOGI Skipping all tests, because server BULGOGI is not responding to directory service requests. Running partition tests on : ForestDnsZones Starting test: CheckSDRefDom ......................... ForestDnsZones passed test CheckSDRefDom Starting test: CrossRefValidation ......................... ForestDnsZones passed test CrossRefValidation Running partition tests on : DomainDnsZones Starting test: CheckSDRefDom ......................... DomainDnsZones passed test CheckSDRefDom Starting test: CrossRefValidation ......................... DomainDnsZones passed test CrossRefValidation Running partition tests on : Schema Starting test: CheckSDRefDom ......................... Schema passed test CheckSDRefDom Starting test: CrossRefValidation ......................... Schema passed test CrossRefValidation Running partition tests on : Configuration Starting test: CheckSDRefDom ......................... Configuration passed test CheckSDRefDom Starting test: CrossRefValidation ......................... Configuration passed test CrossRefValidation Running partition tests on : obfuscated Starting test: CheckSDRefDom ......................... obfuscated passed test CheckSDRefDom Starting test: CrossRefValidation ......................... obfuscated passed test CrossRefValidation Running enterprise tests on : obfuscated.address Starting test: LocatorCheck ......................... obfuscated.address passed test LocatorCheck Starting test: Intersite ......................... obfuscated.address passed test Intersite And my hosts file (minus the hashed lines for brevity): 127.0.0.1 localhost ::1 localhost And, for the sake of completion, here's selected chunks of my netstat -a -n output: TCP 0.0.0.0:88 0.0.0.0:0 LISTENING TCP 0.0.0.0:135 0.0.0.0:0 LISTENING TCP 0.0.0.0:389 0.0.0.0:0 LISTENING TCP 0.0.0.0:445 0.0.0.0:0 LISTENING TCP 0.0.0.0:464 0.0.0.0:0 LISTENING TCP 0.0.0.0:593 0.0.0.0:0 LISTENING TCP 0.0.0.0:636 0.0.0.0:0 LISTENING TCP 0.0.0.0:3268 0.0.0.0:0 LISTENING TCP 0.0.0.0:3269 0.0.0.0:0 LISTENING TCP 0.0.0.0:3389 0.0.0.0:0 LISTENING TCP 0.0.0.0:9389 0.0.0.0:0 LISTENING TCP 0.0.0.0:47001 0.0.0.0:0 LISTENING TCP 0.0.0.0:49152 0.0.0.0:0 LISTENING TCP 0.0.0.0:49153 0.0.0.0:0 LISTENING TCP 0.0.0.0:49154 0.0.0.0:0 LISTENING TCP 0.0.0.0:49155 0.0.0.0:0 LISTENING TCP 0.0.0.0:49157 0.0.0.0:0 LISTENING TCP 0.0.0.0:49158 0.0.0.0:0 LISTENING TCP 0.0.0.0:49164 0.0.0.0:0 LISTENING TCP 0.0.0.0:49178 0.0.0.0:0 LISTENING TCP 0.0.0.0:49179 0.0.0.0:0 LISTENING TCP 0.0.0.0:50480 0.0.0.0:0 LISTENING TCP 127.0.0.1:53 0.0.0.0:0 LISTENING TCP 192.168.12.127:53 0.0.0.0:0 LISTENING TCP 192.168.12.127:139 0.0.0.0:0 LISTENING TCP 192.168.12.127:445 192.168.12.50:51118 ESTABLISHED TCP 192.168.12.127:3389 192.168.12.4:33579 ESTABLISHED TCP 192.168.12.127:3389 192.168.12.100:1115 ESTABLISHED TCP 192.168.12.127:50784 192.168.12.50:49174 ESTABLISHED <snip ipv6> UDP 0.0.0.0:123 *:* UDP 0.0.0.0:500 *:* UDP 0.0.0.0:1645 *:* UDP 0.0.0.0:1645 *:* UDP 0.0.0.0:1646 *:* UDP 0.0.0.0:1646 *:* UDP 0.0.0.0:1812 *:* UDP 0.0.0.0:1812 *:* UDP 0.0.0.0:1813 *:* UDP 0.0.0.0:1813 *:* UDP 0.0.0.0:4500 *:* UDP 0.0.0.0:5355 *:* UDP 0.0.0.0:59638 *:* <snip a few thousand lines> UDP 0.0.0.0:62140 *:* UDP 127.0.0.1:53 *:* UDP 127.0.0.1:49540 *:* UDP 127.0.0.1:49541 *:* UDP 127.0.0.1:53655 *:* UDP 127.0.0.1:54946 *:* UDP 127.0.0.1:58345 *:* UDP 127.0.0.1:63352 *:* UDP 127.0.0.1:63728 *:* UDP 127.0.0.1:63729 *:* UDP 127.0.0.1:64215 *:* UDP 127.0.0.1:64646 *:* UDP 192.168.12.127:53 *:* UDP 192.168.12.127:67 *:* UDP 192.168.12.127:68 *:* UDP 192.168.12.127:88 *:* UDP 192.168.12.127:137 *:* UDP 192.168.12.127:138 *:* UDP 192.168.12.127:389 *:* UDP 192.168.12.127:464 *:* UDP 192.168.12.127:2535 *:* <snip ipv6 again>

    Read the article

  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

    Read the article

  • Open port in gufw is closed, no incoming connection on deluge

    - by user66987
    I have a problem configuring gufw. I open ports on it, but when i test in deluge it shows as closed. Any help on setting up the firewall would be greatly appreciated. This is the output I get on the firewall in terminal: Active Internet connections (only servers) Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name tcp 0 0 127.0.0.1:53 0.0.0.0:* LISTEN 1346/dnsmasq tcp 0 0 127.0.0.1:631 0.0.0.0:* LISTEN 970/cupsd tcp 0 0 0.0.0.0:55521 0.0.0.0:* LISTEN 17362/python tcp6 0 0 ::1:631 :::* LISTEN 970/cupsd tcp6 0 0 :::55521 :::* LISTEN 17362/python udp 0 0 10.0.0.125:1900 0.0.0.0:* 17362/python udp 0 0 127.0.0.1:1900 0.0.0.0:* 17362/python udp 0 0 0.0.0.0:1900 0.0.0.0:* 17362/python udp 0 0 127.0.0.1:53162 0.0.0.0:* 17362/python udp 0 0 127.0.0.1:53 0.0.0.0:* 1346/dnsmasq udp 0 0 0.0.0.0:68 0.0.0.0:* 1312/dhclient udp 0 0 10.0.0.125:36948 0.0.0.0:* 17362/python udp 0 0 0.0.0.0:37240 0.0.0.0:* 17362/python udp 0 0 10.0.0.125:6771 0.0.0.0:* 17362/python udp 0 0 127.0.0.1:6771 0.0.0.0:* 17362/python udp 0 0 0.0.0.0:6771 0.0.0.0:* 17362/python udp 0 0 10.0.0.125:50034 0.0.0.0:* 17362/python udp 0 0 0.0.0.0:58340 0.0.0.0:* 982/avahi-daemon: r udp 0 0 0.0.0.0:5353 0.0.0.0:* 982/avahi-daemon: r udp 0 0 0.0.0.0:56947 0.0.0.0:* 17362/python udp 0 0 127.0.0.1:57059 0.0.0.0:* 17362/python udp6 0 0 :::49793 :::* 982/avahi-daemon: r udp6 0 0 :::5353 :::* 982/avahi-daemon: r kenneth@kenneth-K53U:~$ sudo ufw status Status: aktive Til Handling Fra --- -------- --- 6881:6891/tcp ALLOW Anywhere 6881:6891/udp ALLOW Anywhere 55521/tcp ALLOW Anywhere 6881:6891/tcp ALLOW Anywhere (v6) 6881:6891/udp ALLOW Anywhere (v6) 55521/tcp ALLOW Anywhere (v6) I also want to be able to use the firewall with linuxdc, so I need other ports open as well. This is connected to the firewall. Because when I turn off the firewall, the port is open. So this is not a problem with my modem. Do I need the firewall? The broadband modem has a hardware firewall. Update: Forgot to add. When my firewall is inactive, it closes ports after a time. So when I use linuxdc, I have to flush iptabels and activating it again. Is this supposed to do this when the firewall is deactivated? Update again: All my ports are closed now, flushing the iptable does not work anymore. I have uninstalled gufw, but still all my ports are closed. And to say it again, this has nothing to do with my broadband modem since it worked when I used windows 7. I need help to open the ports.

    Read the article

  • Is there a way to receive data as unsigned char over UDP on Qt?

    - by user269037
    I need to send floating point numbers using a UDP connection to a Qt application. Now in Qt the only function available is qint64 readDatagram ( char * data, qint64 maxSize, QHostAddress * address = 0, quint16 * port = 0 ) which accepts data in the form of signed character buffer. I can convert my float into a string and send it but it will obviously not be very efficient converting a 4 byte float into a much longer sized character buffer. I got hold of these 2 functions to convert a 4 byte float into an unsinged 32 bit integer to transfer over network which works fine for a simple C++ UDP program but for Qt I need to receive the data as unsigned char. Is it possible to avoid converting the floatinf point data into a string and then sending it? uint32_t htonf(float f) { uint32_t p; uint32_t sign; if (f < 0) { sign = 1; f = -f; } else { sign = 0; } p = ((((uint32_t)f)&0x7fff)<<16) | (sign<<31); // Whole part and sign. p |= (uint32_t)(((f - (int)f) * 65536.0f))&0xffff; // Fraction. return p; } float ntohf(uint32_t p) { float f = ((p>>16)&0x7fff); // Whole part. f += (p&0xffff) / 65536.0f; // Fraction. if (((p>>31)&0x1) == 0x1) { f = -f; } // Sign bit set. return f; }

    Read the article

  • Other than UDP Broadcast or Multicast, what other methods can I use on a WiFI network to discover co

    - by Gubatron
    I've implemented a simple ping/pong protocol to discover other computers connected to the same WiFI router. This works fine on many routers, but it seems some public routers have UDP traffic blocked or disabled. What other options do I have to discover the computers connected to the router? I was thinking of brute forcing TCP attempts (trying to open connections to all possible IPs on my subnetwork) but this would be very costly and I would have to cycle several times and still not find every machine that's recently connected to the network.

    Read the article

  • What is involved for a simple UDP game?

    - by acidzombie24
    I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly. I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects to an old state and fast forward the game to the point of time the player is playing (ie half a second before a jump. A little early or late can make the player miss the jump) Maybe this method is not the easiest way? i suspect it to be but i designed it wrong from the beginning and realized at the end of 2nd day. (so i didnt learn too much or wasted that much time) For myself and others, What is involved for a simple UDP game and how do i write one? Or how do i solve the prediction problem restoring to state properly. I'll mark this as CW bc i know there will be lots of helpful answers.

    Read the article

  • Does data size in TCP/UDP make a difference on transmission time

    - by liortal
    While discussing the development of a network component for our game engine, a member of our team suggested that transmitting either 500 bytes or 1k of data using UDP makes no difference from performance perspective of the system (the time it takes to transmit the data). He actually said that as long as you don't cross the MTU size, the size of the transmitted data doesn't really matter as it's all the same. Is that true for UDP? what about TCP? That sounds just plain wrong to me, but i am not a network expert. *I've been reading about other companies' game networking architectures, and it seems they're all trying to keep transmitted data to a minimum, making my colleague's claims seem even more unreasonable.

    Read the article

  • Sending state diffs (deltas) and unreliable connections

    - by spaceOwl
    We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. To minimize state data sending, we've come up with a system that will send only deltas (whatever state data that was changed). This method however is flawed, since a lost packet will mean that other players will not receive the delta, making the game behave in an unexpected way. For example: Assume that state is comprised of: { positionX, positionY, health } Frame 1 - positionX changed --> send a packet with positionX only. Frame 2 - health changed // lost ! Frame 3 - positionY changed --> send a packet with positionY only. // Other players don't know about health change. How can one overcome this issue then? sending the entire data is not always feasible.

    Read the article

  • openvpn TCP/UDP slow SSH/SMB performance

    - by Petr Latal
    I have question about strange behavior of my openVPN configuration on Debian lenny. I have 2 server configs (one proto tcp-server based and one proto udp based). ISP bandwidth is 7Mbit/7Mbit. When I uses proto tcp-server my download server rate is fine around 6,4 Mbit/s, but upload rate is about 3Mbit/s. When I uses proto udp, my download server rate is around 3Mbit/s and upload rate around 6,4Mbit/s. I tried to handle the MTU, MSSFIX and cipher on/off on server and client configs to synchronize rates, but without solution. Here is TCP based SERVER config: mode server tls-server port 1194 proto tcp-server dev tap0 ifconfig 11.10.15.1 255.255.255.0 ifconfig-pool 11.10.15.2 11.10.15.20 255.255.255.0 push "route 192.168.1.0 255.255.255.0" push "dhcp-option DNS 192.168.1.200" push "route-gateway 11.10.15.1" push "dhcp-option WINS 192.168.1.200" route-up /etc/openvpn/routeup.sh duplicate-cn ca /etc/openvpn/ca.crt cert /etc/openvpn/server.crt key /etc/openvpn/server.key dh /etc/openvpn/dh2048.pem log-append /var/log/openvpn.log status /var/run/vpn.status 10 user nobody group nogroup keepalive 10 120 comp-lzo verb 3 script-security 3 plugin /usr/lib/openvpn/openvpn-auth-pam.so system-auth persist-tun persist-key mssfix cipher BF-CBC Here is UDP based SERVER config: port 1194 proto udp dev tun0 local xx.xx.xx.xx server 11.10.15.0 255.255.255.0 ca /etc/openvpn/ca.crt cert /etc/openvpn/server.crt key /etc/openvpn/server.key dh /etc/openvpn/dh2048.pem log-append /var/log/openvpn.log status /var/run/vpn.status 10 user nobody group nogroup keepalive 10 120 comp-lzo verb 3 duplicate-cn script-security 3 plugin /usr/lib/openvpn/openvpn-auth-pam.so system-auth persist-tun persist-key tun-mtu 1500 mssfix 1212 client-to-client ifconfig-pool-persist ipp.txt Here is TCP/UDP based windows CLIENT config: remote xx.xx.xx.xx --socket-flags TCP_NODELAY tls-client port 1194 proto tcp-client #proto udp dev tap #dev tun pull ca ca.crt cert latis.crt key latis.key mute 0 comp-lzo adaptive verb 3 resolv-retry infinite nobind persist-key auth-user-pass auth-nocache script-security 2 mssfix cipher BF-CBC

    Read the article

  • How can I know the IP address of a remote host by using UDP broadcast message?

    - by khera-satinder
    Hi All, I am developing an embedded system and very new to this TCP\IP. My problem is that once I installed my board in a local network and this board will acquire its IP address dynamically, it has to communicate with a client application running on one of the PC(other than DHCP server) in the network. To communicate with this new board the client application is required to know the IP address of the board. What is the way to know the IP address of the board? Will UDP broadcast work for this purpose? If yes please, explain in detail as I am unable to understand it. Please provide me some sample code in C if possible. Regards, Satinder

    Read the article

  • Interview Questions that can be asked on TCP/IP, UDP, Socket Programming ?

    - by Shantanu Gupta
    I am going for an interview day after tomorrow where i will be asked vaious questions related to TCP/IP and UDP. As of now i have prepared theoritical knowledge about it. But now I am looking up for gaining some practicle knowledge related to how it works in a network. What all is going in vaious .NET classes. I want to create a very small application like a chat or something that can make me all these concepts very much clear. Could you please suggest some questions related to TCP/IP that you generally ask or that you might have faced. How communication is going from server to client. Right now I am studying TcpClient, TcpListener and UdpClient Class but I want to implement all of them so as to get aware about its working. Is Chat application a Tcp/IP application ? I would appreciate your help.

    Read the article

  • Help Decide between C#/XNA client or Java

    - by Sparkky
    The game runs on a client/server architecture currently setup for TCP, and the client code was built in AS3 to be web based. What we're running into is 3 problems for the client. AS3 has no hardware acceleration so we are having some issues with slowdown when implementing some features TCP is really frustrating for a sidescroller when you're talking with a server. I'm having a heck of a time with the interpolation/extrapolation to make everyone else look smooth while minimizing lag. I would much rather be able to use UDP and throw in something similar to the age old Quake interpolation/extrapolation. No right click I work professionally with C#, and I did all my University (almost 2 years ago) with Java. Java really appeals to me because of the compatability while C# appeals to me because I've heard so much good about XNA and I love visual studio. For a Client/Server based MMOish sidescroller in your opinion should I stick with AS3 and the TCP protocol, or should I abandon some of my audience, ramp up the graphics and hit C#, or journey back to the land of Java. Thanks :D

    Read the article

  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

    Read the article

< Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >