Some notes regarding SC2 networking - Page 4
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Motiva
United States1774 Posts
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Zona
40426 Posts
But on a different note, Blizzard then should have massive amounts of gameplay data - if they analyze it correctly they can then see what strategies work and dominate, and which ones don't. Which units are used more often by players that win, etc. Which maps are more favored for races in various matches than others. And they'll also know at what time of day you play online, every day, but oh well. I'm puzzled they're using TCP. Oh well to that, too. | ||
Daldus
United States35 Posts
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semantics
10040 Posts
On March 25 2010 10:46 R1CH wrote: By your own argument, SC2 has even less to keep track of - no persistent state to consider. None of the D2 netcode is "offloaded", all players connect to the Diablo 2 game server - it isn't a routed P2P system. Teleporting through several levels in Hell in D2 will generate more units than a typical SC2 game. I don't think anyone should argue how d2 works to R1CH. Thanks for the info bro, excellent posts per usual~ | ||
Undead_Knight
Mexico4 Posts
I can assure you there are ways to bypass the Blizzard servers so that you can send through a carefully crafted packet that will execute whatever you want in the remote client... or, in this case, crash him. These flaws are not easy to find, but they are always there So don't take for a grant that there is no way to do something like a drop hack sometime in the future. | ||
Ruthless
United States492 Posts
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Tyraz
New Zealand310 Posts
Then we could get a better idea of what is actually going on. For those capping: it'd be nice if you could start capturing BEFORE you start up SC2, so that we can get an idea about how the auth gets set up and the packets are routed after you join a game. It wouldn't surprise me if chat went through the server, and the game data was routed, which might give the impression of alot of TCP -> server chatter. Naturally all this is speculation until we actually get a packet capture... | ||
tarpman
Canada717 Posts
I'm also very puzzled by their choice to use TCP for the game protocol, even with nodelay. For one thing, if they were using UDP they would have the option of using the B.net server as a rendezvous server for NAT traversal, the way some people already do for BW when they host a game and then leave once it's started. R1CH, would you mind elaborating a bit on how you came to the conclusion that the game data transport is TCP through the B.net server? I'm not doubting you, it's just my inner scientist wanting to double-check your reasoning ^^ | ||
Myrmidon
United States9452 Posts
On March 25 2010 14:40 tarpman wrote: R1CH, would you mind elaborating a bit on how you came to the conclusion that the game data transport is TCP through the B.net server? I'm not doubting you, it's just my inner scientist wanting to double-check your reasoning ^^ I'm not R1CH, but if you run a packet sniffer (logger) like tcpdump or Wireshark while playing the game, you can see what packets are coming to and from your computer. If the game data is sent in packets with TCP headers...it's using TCP. And how do you tell what information is the game data? That might be tricky, but I suspect that if you don't see any UDP packets and instead are seeing only TCP packets, you might make a conclusion based on that. | ||
Tyraz
New Zealand310 Posts
On March 25 2010 14 Myrmidon wrote: I'm not R1CH, but if you run a packet sniffer (logger) like tcpdump or Wireshark while playing the game, you can see what packets are coming to and from your computer. If the game data is sent in packets with TCP headers...it's using TCP. The chat probably IS the auth. I.e. you HAVE to stay connected to the chat to be connected to the game. Thus; routed game + auth, right? What to look for: If it IS all TCP traffic, look in the header to see where the destination address is after authentication. Join a game with someone who's IP you already know and check the destination addresses. If his IP is showing up, then it's p2p. | ||
sword_siege
United States624 Posts
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Psyonic_Reaver
United States4329 Posts
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EGMachine
United States1643 Posts
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omninmo
2349 Posts
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Xeris
Iran17695 Posts
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Beardfish
United States525 Posts
EDIT: It seems just as many people claim that it DOES have a positive effect on Windows 7... I don't know who to believe! | ||
ForTheSwarm
United States556 Posts
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Late
Latvia418 Posts
On March 25 2010 15:34 Xeris wrote: am I the only one who thinks R1CH should be working at blizzard or something ? Forget it. We need him at Teamliquid! | ||
ColorsOfRainbow
Germany354 Posts
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bh.
United States342 Posts
On March 25 2010 15:14 Psyonic_Reaver wrote: I'm on windows 7 64-bit and I see a DWORD (32-bit) and a QWORD (64-bit) R1CH says to use DWORD but I'm assuming he's on a 32 bit windows program. Should I use QWORD since I'm on a 64-bit? I would love to know this as well <3 | ||
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