Author Topic: Detecting if there is a bad out of sync/packets are backed up badly  (Read 1672 times)

thenick191

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Hey, how would you recommend detecting if two players are super out of sync with each other or if there are too many packets trying to be processed and that's causing network lag?
Would you recommend detecting their average ping shortly after joining then if it gets significantly higher pause the game until the ping gets back to a reasonable number?

ArenMook

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Re: Detecting if there is a bad out of sync/packets are backed up badly
« Reply #1 on: June 09, 2015, 01:13:37 AM »
How would they get "out of sync"? If you mean just a lag time difference, that's just determined by ping -- which in itself is just the time it takes a packet to travel to the destination and back. If you want to share player's ping with others, just send an RFC with it periodically.