[DGD] Network extensions, LPC interface

bart at wotf.org bart at wotf.org
Wed Mar 29 09:45:28 CEST 2017


On Tue, 28 Mar 2017 21:45:46 -0700, Raymond Jennings wrote
> Personally I've shied away from UDP in general.  It seems a bit
> hamstrung with red tape of a sort, especially considering
> datagram_challenge.

datagram_challenge is part of the datagram channel for binary ports interface,
but not of the generic udp port interface.

> 
> I'd also like to raise the issue for discussion of us presently 
> living in an "internet of things" where mobile devices across the 
> globe can be sending and receiving packets, and where internet 
> connectivity is not always a sure thing.
> 
> Just for the sake of discussion...I'd like to ask:  What do you do if
> you have a client that wants to interact with DGD, but doesn't have
> the luxury of maintaining a persistent TCP connection?  What do you 
> do if that client loses connectivity and reappears with a new IP address?

For my current 'web interface' code, I use a sessionid which does not depend
on the client IP, and hence can be used to simply reconnect with the new IP
and continue where it left off. The server side can queue a limited backlog of
output/events to cover the loss/re-establishment for situations where this is
appropriate, or cause 'link-death' in cases where that would be more appropriate.

The biggest issue there is detecting the situation quickly so you don't end up
with an in-game char which has no link for long enough to have an impact on
the game-play.

Bart.
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