[sldev] Frequent bugs with difficult repros
Tateru Nino
tateru.nino at gmail.com
Fri Feb 29 08:56:38 PST 2008
Kelly Linden wrote:
> Tateru Nino wrote:
>>
>>
>> Soft wrote:
>>> On Fri, Feb 29, 2008 at 2:51 AM, Callum Lerwick <seg at haxxed.com> wrote:
>>>
>>>> On Fri, 2008-02-29 at 13:24 +1100, Tateru Nino wrote:
>>>> > Double chats in IM groups? That's caused by packet loss between the
>>>> > viewer and the sim, honey. Same as double-chat in local chat,
>>>> and in
>>>> > person-to-person IMs. It also causes out-of-order chat.
>>>>
>>>> So when is our chat going to be transported by this new-fangled TCP
>>>> thing? I hear it deals with packet loss and retains ordering...
>>>>
>>>
>>> I'm pretty sure TCP is just a fad.
>>>
>>> Actually, I thought this had already gone TCP. I'll ask around, but if
>>> any other Lindens want to chime in...
>>>
>> Depends. Even if it is tcp, application level sequencing and controls
>> over messaging flow, acknowledgement and order can still duplicate
>> your data - depending on whether you're second guessing the transport
>> with your own scheme, and how you've got it implemented.
>>
> Those would be what we would call "bugs", I hope. :D I'm not the
> most up to date (my head is far too deep in havok4 for the past 6
> months), but I don't think chat or IM have moved to TCP, I believe
> they still use our home brewed "reliable" UDP messaging transport layer.
>
I believe that is also the case. Reliable is such an interesting word.
Very contextual. :)
That said, the algorithms that govern the UDP transport actually do a
surprisingly good job under very trying and harsh circumstances -
however circumstances and workloads just aren't what they once were.
Something I think we all recognize.
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