Timeline for What advantages are there to the one-port-per-client approach for a multiplayer server?
Current License: CC BY-SA 3.0
5 events
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Dec 15, 2011 at 17:13 | comment | added | Engineer | Thanks Alex. Without seeing any particular downsides to one-socket-per-client, I've gone this route. Increased separation is usually a good thing, even beyond the points you've made above. | |
Dec 15, 2011 at 17:12 | vote | accept | Engineer | ||
Dec 13, 2011 at 19:52 | comment | added | Alexander Galkin | This is a common topic in optimizing network performance: the size of TCP buffer. This is normally constant per TCP socket, but many OS can increase or decrease it depending upon the transmission load. It is just easier to manage those buffers if you have different ports, for if it is the same port you have no a priori information about the socket to be opened (except for IP that might change). | |
Dec 13, 2011 at 19:50 | comment | added | Engineer | Thanks Alexander, this is really helpful. Are you certain about the buffers? I'm surprised no-one on gamedev.net said anything about this. Very good point on the accountability front. | |
Dec 13, 2011 at 19:38 | history | answered | Alexander Galkin | CC BY-SA 3.0 |