Re:Building multiplayer games with Socket.io and HTML5 Canvas
by lxtx on Sunday September 24, 2017 @06:41AM
(#15324212)
Definitely a bit weird. Where are you located? The echo demo server is hosted in the Netherlands. That's how the round trip histogram looks for me in Estonia: https://i.imgur.com/iBoqwe4.png I'll take a look later if there's any noticeable delays caused by the server.
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Re:Building multiplayer games with Socket.io and HTML5 Canvas
by emj on Sunday September 24, 2017 @10:39AM
(#15324869)
I left it running for some hours and got alot more 30ms responses:
Re:Building multiplayer games with Socket.io and HTML5 Canvas
by emj on Sunday September 24, 2017 @10:48AM
(#15324909)
Chrome use ~100% cpu transceiving ~83 packets per second, and I think it sends packets at a slower rate later on, that's why we get so many 30ms responses when we wait some hours.
This is a tcpdump after loading the page:
\time sudo tcpdump -c 1000 -ni eth0 udp and port 9777
1000 packets captured
1000 packets received by filter
0 packets dropped by kernel
0.02user 0.05system 0:12.45elapsed 0%CPU (0avgtext+0avgdata 5472maxresident)k
0inputs+8outputs (0major+1508minor)pagefaults 0swaps
This is just a flood ping, interesting that the UDP version shoots more packets. \time sudo ping -f -c 1000 188.166.46.128
PING 188.166.46.128 (188.166.46.128) 56(84) bytes of data.
....
--- 188.166.46.128 ping statistics ---
1000 packets transmitted, 996 received, 0% packet loss, time 14195ms
rtt min/avg/max/mdev = 28.839/38.641/50.433/5.152 ms, pipe 5, ipg/ewma 14.209/41.787 ms
0.02user 0.13system 0:14.31elapsed 1%CPU (0avgtext+0avgdata 2248maxresident)k
0inputs+8outputs (0major+1183minor)pagefaults 0swaps
Re:Building multiplayer games with Socket.io and HTML5 Canvas
by emj on Sunday September 24, 2017 @10:51AM
(#15324919)
https://imgur.com/a/9KHYj
this is after start up.