Friday Facts #58 - It is here
Re: Friday Facts #58 - It is here
I don't know how you manage the network exactly but I would use TCP only for creating a connection.
and if the connection is ready please use UDP to send and receive data.
TCP needs an answer from the other computer! ( That means TCP results in Download speed == Upload speed )
For example my Download is 48 kilobyte/s and my upload is 10 kilobyte/s, so TCP would try to upload with 48 Kilobyte/s.
This is getting rediculus if the Host has 1 Megabyte/s upload and the game trys to download this
1 Megabyte/s with a 48 Kilobyte/s connection and at the same time Upload 1 Megabyte/s with a 10 Kilobyte/s Upload.
But still a great Update
and if the connection is ready please use UDP to send and receive data.
TCP needs an answer from the other computer! ( That means TCP results in Download speed == Upload speed )
For example my Download is 48 kilobyte/s and my upload is 10 kilobyte/s, so TCP would try to upload with 48 Kilobyte/s.
This is getting rediculus if the Host has 1 Megabyte/s upload and the game trys to download this
1 Megabyte/s with a 48 Kilobyte/s connection and at the same time Upload 1 Megabyte/s with a 10 Kilobyte/s Upload.
But still a great Update
Re: Friday Facts #58 - It is here
No, it's not quite that bad fortunatelyMetin200 wrote:TCP needs an answer from the other computer! ( That means TCP results in Download speed == Upload speed )
A lot of protocols are based on TCP, for example HTTP (though e.g. UPnP also uses "HTTP over UDP", but browsers use HTTP over TCP). And you can download files via HTTP at a much faster speed than your upstream bandwidth.
The TCP acknowledgements exist of course, but those are very small packets. So available download bandwidth >> available upload bandwidth even when using TCP.
As I understand it, factorio needs most of the features that TCP offers over UDP (like ensuring correct order of received data and making sure no data is lost / duplicated and even congestion control through sender limiting in case one client is running slow). So if they used UDP only, they'd need to implement these features on top of UDP. And it's quite likely that the TCP designers did a better job than most custom implementations of these features.
Re: Friday Facts #58 - It is here
Yeah, following all the important comments is hard, I don't blame youBlackence wrote:As I understand it, factorio needs most of the features that TCP offers over UDP (like ensuring correct order of received data and making sure no data is lost / duplicated and even congestion control through sender limiting in case one client is running slow). So if they used UDP only, they'd need to implement these features on top of UDP. And it's quite likely that the TCP designers did a better job than most custom implementations of these features.
PS: Will you be updating your proof-of-concept CCnet2 mod's power switch, now that "disconnectneighbour" is available? [ https://forums.factorio.com/forum/vie ... =20#p42983 ]slpwnd wrote:Factorio uses UDP. We have our own "reliable delivery" layer built on UDP to deal with packet loss and reordering issues.PalllaX wrote: In fact the devs can answer the question about TCP and UDP in best place. They have programmed it
Re: Friday Facts #58 - It is here
Please help. What do i do, when my friend gets injured in my hosted map, and desyncs? it happens over and over again please help
Re: Friday Facts #58 - It is here
Seems like I missed some of the recent posts (and I am to blame for that), thanks for that info. Knowing the factorio dev team, I'm sure they got the packet loss / reordering issues sorted out and hopefully managed to make it work a little better than TCP because it's tailored to the specific use-case.MF- wrote:Yeah, following all the important comments is hard, I don't blame you
I was quite busy in the recent weeks, so I didn't know about that new method. Thanks for the hint! Let me see if I can find some time for that (and for replying to the thread you linked) next week. (Also, anyone is welcome to improve the mod ofc.) I think there was a reason for duplicating the pole creation code, but I'm not sure now. Also not sure about the context.enabled question right nowMF- wrote:PS: Will you be updating your proof-of-concept CCnet2 mod's power switch, now that "disconnectneighbour" is available? [ https://forums.factorio.com/forum/vie ... =20#p42983 ]
-
- Burner Inserter
- Posts: 7
- Joined: Sat Nov 01, 2014 6:32 am
- Contact:
Re: Friday Facts #58 - It is here
there have been 2 solutions for this problem, make sure you do bothersiduxis wrote:Please help. What do i do, when my friend gets injured in my hosted map, and desyncs? it happens over and over again please help
1) ensure both players are using 32 bit or 64 bit version of the game. if a player with the 64 bit client plays with someone with the 32 bit client you get desyncs when shooting or being damaged by aliens, this has been reproduced by a few people and definitely makes a difference
2) only been reproduced by 1 pair of players AFAIK, but both players having the same name will result in the same desync bug in combat, so make sure all players have unique names
if those don't work i guess wait for a patch and post a bug report about it. good luck!
- Mr. Thunder_Tw
- Long Handed Inserter
- Posts: 53
- Joined: Mon Sep 29, 2014 2:15 pm
- Contact:
Re: Friday Facts #58 - It is here
superb nice magnificent delightfull shiny new fun update! I think i've missed something
my Mod: ThunderGui
Re: Friday Facts #58 - It is here
Guys i want a quick answer, I cant do lua commands anymore? in mutliplayer it just chats
Re: Friday Facts #58 - It is here
quick answer: you can. type '/c command'Mac wrote:Guys i want a quick answer, I cant do lua commands anymore? in mutliplayer it just chats
Re: Friday Facts #58 - It is here
Hi, i play yesterday, i feel really excited, tank is very nice and cool, but i have one thing, if i put ammo to cargo of tank and fire, its not a replace it from cargo... (proste kdyz vystrilim/spalim ammo/palivo tak se nenahradi z kufru tanku). i know, you have a issue with gates but they open to slow maybe too late ? (ale nevim jak se otvira u vlaku asi jste to tam poresili vzhledem k pozici vlaku na koleji/rychlosti kdy se zacne otvirat ale u tanku jsem nekolikrat projel branou = zavrenou brzdi to fakt silene dobre = jako tank )
And thanx for optimizing game, its works better with my laptop i thing cache map works
btw. can we expect laser or flamethower tank?
ps. sorry my english sux..
And thanx for optimizing game, its works better with my laptop i thing cache map works
btw. can we expect laser or flamethower tank?
ps. sorry my english sux..
Relationship: In love with FactoriO
Re: Friday Facts #58 - It is here
Does someone else think about these buddys, when they hear laser tank?
I loved them
I loved them
Tired of not being able to reduce the pollution? Try the Air-Filter-Mod
With this, you are able to use the pollution levels in your circuit network: Pollution detector
With this, you are able to use the pollution levels in your circuit network: Pollution detector
-
- Inserter
- Posts: 39
- Joined: Fri Jun 06, 2014 6:02 pm
- Contact:
Re: Friday Facts #58 - It is here
Command & Conquer for ever!!!!!!!!
Re: Friday Facts #58 - It is here
Multiplayer ist great!
Played more than 9 hours with a friend and we just had a few crashes.
I think it crashes sometimes while auto-saving. But I'm not sure.
Gates are also awesome
Played more than 9 hours with a friend and we just had a few crashes.
I think it crashes sometimes while auto-saving. But I'm not sure.
Gates are also awesome
Re: Friday Facts #58 - It is here
I can´t wait to tomorrow news , who´s with me?!
Relationship: In love with FactoriO
-
- Inserter
- Posts: 39
- Joined: Fri Jun 06, 2014 6:02 pm
- Contact:
Re: Friday Facts #58 - It is here
ohhh yeah me to. Hope for a update but think its sooo much work for the guys, but can't wait for an running dedicated server software, like Minecraft
Re: Friday Facts #58 - It is here
we're doing a 3 player session this weekend, yaaay. anyone knows if a .12(?) update gets released this friday?
-
- Smart Inserter
- Posts: 1847
- Joined: Sun Feb 23, 2014 3:37 pm
- Contact:
Re: Friday Facts #58 - It is here
0.12? Probably jan-feb some time.tecxx wrote:we're doing a 3 player session this weekend, yaaay. anyone knows if a .12(?) update gets released this friday?
- Phillip_Lynx
- Filter Inserter
- Posts: 541
- Joined: Mon Jul 21, 2014 6:00 pm
- Contact:
Re: Friday Facts #58 - It is here
Jopp:)FishSandwich wrote:0.12? Probably jan-feb some time.tecxx wrote:we're doing a 3 player session this weekend, yaaay. anyone knows if a .12(?) update gets released this friday?
but maybe 0.11.2
Re: Friday Facts #58 - It is here
When will be support of XP re-enabled? In .11.2 or may be in little hotfix? I want to play with friend so much but he is retard with XP installed.
Re: Friday Facts #58 - It is here
i meant 0.11.2, sorry for typo. just curious if we can expect some bugfixes tonight. we will Play anyway