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DLL Talk / Multiplayer Plugins Speeds

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Bmad6
19
Years of Service
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Joined: 25th Aug 2005
Location: Virginia, United States
Posted: 31st Aug 2006 00:53
The 3 plugins I'm considering using for a couple different projects are Multisync, Tempest, and Barnski's Winsock. I understand the difference between UDP and TCP, in both speed and functionality, and I've taken a look at the plugins. My question is:

How does Tempest compare to Winsock's UDP and how does Multisync compare to Winsock's TCP? (Tempest uses UDP and Multisync uses TCP, right? or have I got it backwards? I keep forgetting...)

Harvard's Law, as Applied to Computers:
Under the most rigorously controlled conditions of pressure, temperature, volume, humidity and other variables, the computer will do as it d*mn well pleases.
Barnski
19
Years of Service
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Joined: 26th Jan 2006
Location: Switzerland, Zurich
Posted: 31st Aug 2006 19:51
Quote: "Tempest uses UDP and Multisync uses TCP"

I think I ve read enough in the forum to say, yes, this is correct.

Quote: "How does Tempest compare to Winsock's UDP"

With Tempest you can use a whole system, ready to be used in multiplayer. With my plugin, you have access to the low level machinery. You need to code that multiplayer system yourself.

Quote: "how does Multisync compare to Winsock's TCP"

The same holds for TCP. With my plugin you can directly create and use the connections between the hosts. It does not provide a full system as Multisync does.


Comparing the speed will probably not show any relevant differences, since all 3 plugins depend on the underlying winsock API. But I have no test results to confirm this..

entomophobiac
22
Years of Service
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Joined: 1st Nov 2002
Location: United States
Posted: 7th Sep 2006 17:40
It's not entirely related to the topic, but when I tried your Winsock plugin all it did was crash the server as soon as a client connected to it.

Now, I'm not sure how firewalls and similar are set up here at school. But the only time I ever got a connection working was when I fiddled with the ports and used a set IP address.

Any idea of what may cause the crashes? Your commands seem a lot better than the built-in multiplayer in DBP, but I had to switch back when I ran into this problem.
Barnski
19
Years of Service
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Joined: 26th Jan 2006
Location: Switzerland, Zurich
Posted: 7th Sep 2006 23:16 Edited at: 7th Sep 2006 23:20
Quote: "when I tried your Winsock plugin all it did was crash the server as soon as a client connected to it.
"


This bug was only in one version, where I didnt test my changes completely. But I fixed this bug (if its the one I think of). With the version 1.0.0 it should not crash.
Also, test the examples, and, maybe you need to download the "release dll". (if the examples work, but your app doesnt, then its likely something wrong with the usage of my dll). If you tried the newest version and reported if it worked - that would be nice!
Quote: "Now, I'm not sure how firewalls and similar are set up here at school. But the only time I ever got a connection working was when I fiddled with the ports and used a set IP address."

The PC on which the server runs has to open the port in the firewall, on which it shall listen. Or else it wont receive any connection requests. Also, the PC has to have an IP address, that is accessible from the client machine. If a router is inbetween, then that router has to forward incoming packets for a specific port to the server machine.

Quote: "Any idea of what may cause the crashes? Your commands seem a lot better than the built-in multiplayer in DBP, but I had to switch back when I ran into this problem. "

I really hope that they are better (for certain purposes), else it would have been nonsense to make them.. Anyways, I really try hard to make my plugin work for everyone, any crash report is helpful!

The plugin actually is meant to work, any crash report is taken really seriously by myself!

Now to the crash situation: it seems that using the "release" version of the dll does work on PCs where the debug dll crashes.
It's weird, and I can't reproduce that on my 3 machines. Maybe with more reports we can nail this problem down... thanks!

entomophobiac
22
Years of Service
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Joined: 1st Nov 2002
Location: United States
Posted: 12th Sep 2006 15:25
I will try the new version. Not right now, as I'm hard at work on the documentation for another game project. But I promise you I will try it and then come back to you.

All I did previously was to change the ports to open ones here at school and then to run the example code on a single machine, using that machine's IP address. Nothing more - nothing less. And it crashed as soon as a client tried to connect.

This may have been caused by the wrong DLL, as you said, and I will test that whenever I have the time to spare.

Thanks!

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