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Den 5. aug 2004, kl. 9:10, skrev <tony.sarajarvi@xxxxxxxxx>:
if pings are not lost, then other packets should not be lost as well.
Keep pinging? aka, ping -t on windows.
I didn't test this pinging a lot, since i noticed tcp traffic going
very well when i copied data through network neigbourhood to my
friend. Didn't notice any bandwithloss here. Thus I figured that only
the IPX packages sent by the games had a lot of loss. I would need
some ping-tool that pings via ipx if it's at all possible, or some
other way to test this.
Or do games even use ipx for LAN gaming anymore? Thought they did as I
can't type any ip address as I search for LAN games..it just shows up
all games inside your lan and surely it has to query them with some
kind of broadcast, right? And isn't IPX used for just this? Did TCP
have broadcasting?
i think they all use ip, either udp or tcp. Yes ip has broadcasting. It
uses the x.y.z.255 address
(others can be used, but this is the most common one).
If you can not speficy the server you need broadcasts, and thus you need
bridging.
the brigde forwards broadcasts as well, which i dont think it has to
do. So save that bandwidth for the game.
If you want to build a network, use a certificate system, and
definately not brigde, as it isnt scaleable.
Just as I mentioned above, I think I _do_ have to forward broadcasts
as games search for games inside the LAN without any given IP.
yes, you probably need bridging.
And what did you mean by a certificate system? Go buy my own router?
no, use openvpn 2.0 beta?? then use the mode server and certificates.
Look at the easy-rsa
on the homepage.
JonB
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