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Network / Re: Sound freezes
« on: June 02, 2013, 02:16:50 am »
Ok, so it's almost been a week. Not to be impatient, but have you had any time to check it out?
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I will do so when I have a bigger chunk of time on my hands .
Unless you can consistently isolate and reproduce this, it is probably just coincidence or just correlated in some indirect way.
If you say you are experiencing data loss issues, you should try to replicate it with a simple test program (<100 lines, try sending random numbers with the same seed at one end and verifying them at the other) that transfers a lot of data. See if you can make it lose something the same way you lose data here.
Well... according to the dump, 192.168.1.14 sent a SYN from port 50282 to 173.73.23.101 port 41011 first. Then 173.73.23.101 sent a SYN from port 1024 back to 192.168.1.14 port 41011. This means that 2 connections are established between the hosts. If only the server is listening for new connections then either the second connection attempt was made by some other application, or something is misbehaving. You can have a look yourself. It's the first 2 packets in the dump.
And regarding my first question: Why does the server establish a connection to the client as well? There are what looks like 2 simultaneous TCP connections between the 2 hosts in the dump. Both sides connect to the other using their own connection. That is what I don't understand. Wouldn't a single connection suffice?
- Did you capture multiple game sessions within that dump? If not, why are there multiple TCP connections between the 2 hosts? And why are they established in both directions?
- How do you handle a legitimate disconnect? Is there a "disconnect" packet you send? Or do you just wait for someone to close the connection in order to know that they want to stop playing?
- This is not your fault, but I reviewed the networking code in SFML yet again, and there is an inherent problem with how it closes TCP connections.