|
|
Den 5. aug 2004, kl. 8:34, skrev <tony.sarajarvi@xxxxxxxxx>:
Thinking a lot of udp packages get lost somewhere. Even close?
well, test it, ping each other.
"We manage to ping eachothers with the new 192.168.0.x
IPs and I even managed to find his client (running on w2k btw) on the
network neighbourhood."
Pings go back and forth with no packet loss. (At least with the 4
packages we tried with at a time.)
if pings are not lost, then other packets should not be lost as well.
Keep pinging? aka, ping -t on windows.
Tried with several configurations, without bridge, proto
tcp-server,
fragment 1300, mssfix 1400, compressions, without compressions, but
always the same result. with protocol as tcp my friend
managed to stay
in game for a minute or so, before dropout. Still, i didn't see his
character move around, so don't think that worked either.
i would suggest running it as udp, since i believe that most
games are
udp anyway. Besides TCP ontop of TCP is a bad idea. I dont think
bridging is worth it, stick to a tun device, and make sure comp-lzo
isnt slowing stuff down.
(test using ping)
Was trying most of the time with UDP and think i have to stick with
tan if i'm working with a bridge, right? And didn't bridge w/ tan
route lan traffic a bit better? I'm also working on connecting more
than just 2 computers to eachothers. More like 4, that all see
eachothers under the same LAN. Will try with another friend tomorrow
as he gets back to town. In case we messed up smt with my first
friend. ;)
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.
JonB
____________________________________________
Openvpn-users mailing list
Openvpn-users@xxxxxxxxxxxxxxxxxxxxx
https://lists.sourceforge.net/lists/listinfo/openvpn-users
|