Re: Quake 3 with cipe

Richard Gregory <[email protected]>
Newsgroups gmane.comp.encryption.cipe
Message-ID <[email protected]>
Tried changing the various Q3 parameters as that guide suggests, the 
effect was either non-existant, or more bw use. It seems they are 
optimal enough. For the most part the commands change the incoming rate 
from the server, rather than from the client. The only command that 
changed the outgoing rate was com_maxFPS, which is normally 85 but when 
set to 10 there were an equal rate of incomming to outgoing packets. 
But, this also means a framerate of 10fps so isn't much use. All this 
testing was based on a fresh config file.

Ping showed no problems. Ping is blocked somewhere on route, so only the 
tunnel bound could be tested. ping -f 192.168.8.1 -s 150 -t 0.0001 came 
back with this:
PING 192.168.8.1 (192.168.8.1) from 192.168.7.10 : 150(178) bytes of data.
...
--- greg ping statistics ---
618 packets transmitted, 615 received, 0% loss, time 9252ms
rtt min/avg/max/mdev = 35.200/39.797/49.705/3.123 ms, pipe 5, ipg/ewma 
14.995/43.049 ms

192.168.7.10 being the dual boot machine, 192.168.8.1 is the Q3 server 
and cipe endpoint. As you can see, there is no continuous loss, these 
three lost packets were at the beginning. These packets were larger and 
at a higher frequency than Q3 in either OS.

Looking at the net traffic in ethereal, the extra packets coming from Q3 
in XP are not retransmits, as each is very different. Besides the number 
of packets they are no different from the Linux Q3 client. Q3 in XP 
outside the tunnel to the same Q3 server continues to send/receive at 
the same rate.

So at the end of all this, still no clues...


Richard

+--                               --+
|    Computer Science, Room G34     |
|  http://www.csc.liv.ac.uk/~greg   |
| Electrical Engineering, Room ~104 |
+--                               --+

Rob Nelson wrote:
> Sorry, I misread the original. I just went and took a look at the quake3
> config file options here:
> 
> http://www.planetquake3.net/tweak/glossary_commands.html
> 
> I would definitely _not_ try to run quake3 on the same machine in XP and
> linux with the same config file. On the same exact hardware, I believe
> linux to be considerably faster for most operations. XP has a considerable
> amount of more overhead in the os, and especially in the network protocol
> stack.
> 
> You might compare packet loss ratios between the configurations with ping
> blasts, or maybe with netcat - XP->linux native pipe, same over cipe, and
> linux->linux over both. At some transmission rate you will experience
> packet loss.
> 
> I would go tweak some of the connection settings on the XP instance based
> on the experiences above, compensating for XP's lag. Even a small amount
> of difference in the latencies of the stack can cause large amounts of
> retransmits. It also seems that when you have the above conditions, AND no
> variation in the traffic pattern the problem is greater than expected. You
> may find that dumping some traffic with larger average packet sizes on the
> cipe network will smooth out the traffic flow.
> 
> If it was tcp we would tweak these things in the protocol stack, if its
> udp they're tweaked in the application.
> 
> On Wed, 10 Dec 2003, Richard Gregory wrote:
> 
> 
>>Erm yes, that is why the third paragraph of my original message said this:
>>Some background... Quake does most of its communications using UDP port
>>27960. The game server sends packets out representing the current state
>>of the game at a rate of around 25 per second, ~100 bytes each to port
>>27960. The clients send back packets representing the users actions, at
>>around the same rate, size and the same UPD port.
>>
>>As you can see, this isn't TCP at all, it is basic UDP. So why does
>>XP/Q3 create those extra packets??
>>
>>
>>Richard
>>
>>+--                               --+
>>|    Computer Science, Room G34     |
>>|  http://www.csc.liv.ac.uk/~greg   |
>>| Electrical Engineering, Room ~104 |
>>+--                               --+
>>
>>Rob Nelson wrote:
>> >
>> > On Mon, 8 Dec 2003, Richard Gregory wrote:
>> >
>> >
>> >>Noticed a problem with Quake 3 network traffic when routed over cipe.
>> >>Quake 3 sends four times as many UDP packets to the game server as it
>> >>does when outside the tunnel (or in a ssh/pppd tunnel). This problem
>> >>only happens when the Quake3 client runs on an XP machine, reboot into
>> >>Linux and the packet rate becomes one-to-one.
>> >>
>> >>This is still the case when the Linux Q3 config file is copied over the
>> >>Q3 XP config. All in all, suggesting some sort of interaction problem
>> >>with cipe and XP, but I've no idea what.  Does anybody have any
>>suggestions?
>> >
>> >
>> > What protocol is quake running? There are differences in how the tcp/ip
>> > stack is configured on linux and windows. Knowing whether quake runs udp
>> > or tcp would help to configure it. Are there any  differences in the
>> > packet trace besides the XP client's extra chatter?
>> >
>> >
>> >
>> >
>> > --
>> > Message sent by the [email protected] mailing list.
>> > Unsubscribe: mail [email protected], "unsubscribe cipe-l" in body
>> > Other commands available with "help" in body to the same address.
>> > CIPE info and list archive:
>><URL:http://sites.inka.de/~bigred/devel/cipe.html>
>> >
>>
>>--
>>Message sent by the [email protected] mailing list.
>>Unsubscribe: mail [email protected], "unsubscribe cipe-l" in body
>>Other commands available with "help" in body to the same address.
>>CIPE info and list archive: <URL:http://sites.inka.de/~bigred/devel/cipe.html>
>>
> 



--
Message sent by the [email protected] mailing list.
Unsubscribe: mail [email protected], "unsubscribe cipe-l" in body
Other commands available with "help" in body to the same address.
CIPE info and list archive: <URL:http://sites.inka.de/~bigred/devel/cipe.html>
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.