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Massive multiplayer online games like Metin2 are often too large to be handled by just a single server. A common solution is to have multiple servers and have each server handle a different region of the game world. Usually every server needs their own IP address. But static IP addresses are not free. Every IP you need usually costs extra. A possible ...


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For anyone looking for good network simulation software go here https://jagt.github.io/clumsy/ Clumsy doesnt need installed or anything, just run it and specify your parameters. I realise it is really simple but it is what I needed. Hopefully this helps.


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In the data you send with the message, you include information about what the purpose of the message is. Not just the relevant data. For example, you'd create an enumerate of possible message types: enum MessageType { MovePlayer, AttackPlayer, ChatToPlayer, Disconnect, }; When you send some data related to moving a player, you don't just send the ...


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There is no golden bullet "this is how you do it" type answer to this other than to say, generally speaking you have 2 options TCP or UDP. Given the fact that you are only ever dealing with 4 players TCP might be a better choice as you get some additional protocol level checks that help ensure reliable networking. Net up is for you to decide how you want ...


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Turns out I needed to set tcp_slow_start_after_idle: /sbin/sysctl -w net.ipv4.tcp_slow_start_after_idle=0 Looks like SPDY suggests the same for similar reasons.


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Cache the non dynamic stuff perhaps or use other mechanisms for the "burst" situation its hard to say without knowing more about the data. Profiling the traffic may tell more about the behvaiour of the request lifecycle, if an event is coming up can your client start streaming before the event is actually triggered? I tend to have a large buffer throughout ...



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