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From: | Leo Wandersleb |
Subject: | Re: [glob2-devel] Finalized Design Idea for YOG |
Date: | Mon, 30 Apr 2007 17:25:37 +0200 |
User-agent: | Icedove 1.5.0.10 (X11/20070328) |
Stephane Magnenat wrote:
voip audio streams could be merged at the router level, but that would require decompressing and recompressing them, which would reduce the quality (already not that good at 9600 bps) and add a lot of compuration to the server. I know that voip puts some stress on the network layer, but the correct way to solve this is to have a network design that support it, not discard voip. If the network layer can't support 1 kBps per player it is a bad design.
My point was not to discard voip (why do you always think that way?) but to rout it p2p like it is now and do the rest server based. that way the playability profits from the server-client architecture while voip doesn't suffer from it.
if we have both routings it might even be thinkable to route only stuff of/for those behind nat. so the network connector wraps both techniques. yog server gets all incoming traffic but sends out only to those requesting it as they don't get a signal from a player. so if udp hole punching works for all, the yog router will not send anything and is only on stand by for the case of a connection loss to send the missing data.
did i get it right, voip data is mixed into the order data now? Leo Wandersleb
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