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我们游戏的登录服、游戏服,都有这种情况发生,出现的问题的是worker线程:
top查看:
![image](https://user-images.githubusercontent.com/17718328/161195882-5989e94e-6b7d-4934-9ffc-17dc08c340ad.png)
pstack查看:
![image](https://user-images…
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1.麻烦您测试一下 spp里面举例的国内腾讯云速度,connperf帮助举例的是国内国外速度对比。
2.我测试 我自己的腾讯云, tcp、ricmp都可以,rudp、quic、kcp 不通。tcp基本满速,ricmp只有可怜的不到1M速度,是否正常?
./connperf -l :7777 -p tcp -read
./connperf -l 0.0.0.0 -p ricmp -read
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Hi, I was playing now and there was a lag spike on the server side, that made the server time out all the clients. But nobody noticed, clients never got the timeout message and the server was still up…
Megaf updated
3 years ago
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**错误描述**
对游戏进行加速时,会出现NAT: UDP Blocked
http和tun/tap加速正常 NAT: FullCone
似乎所有**进程加速**都会返回udp blocked
但是实测**sstap加速正常**
**更新**
加速Steam时,尽管返回UDP Blocked,但是访问steam商店页面确实有走ssr(有流量变化),netstat可以看到有tcp和u…
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Hi. We use this lib for our backend, where CCU 2k-4k connects.
Everything ok, but after some time ( 2 hour - 2 days ), library cannot send any messages.
New Client connection to server - OK
Se…
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Is there any way to check which channel the data was received on in this callback? the channel as in the byte value of course.
```csharp
void OnNetworkReceive(NetPeer peer, NetPacketReader reader,…
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I did not find any binaries. And so I looked into the build from source option and got this ....
$ curl -sSL https://get.haskellstack.org/ | sh
Sorry, this installer does not support your operatin…
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Providing a global clock for other logic to depends on, for example to predict the location of the ball.
Would use the ping we get and handshake to attempt to sync to a reasonable accurate global c…
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## 问题1
跨线程零内存拷贝我很好奇:是利用引用计数来实现 读写的时候自枷锁(不明白怎么能在跨线程的时候保证读写不在同一个内存地址),现在我们的内存模型,还是基于c98 的这种生产消费者模型,枷锁粒度可能比较小,可是做不到零拷贝,例如采集-》前处理-》编码-》h264数据分发,一帧数据起码要在这4个线程拷贝多次,能用零拷贝减少内存拷贝吗?
## 问题2
服务器实现的这些协议,我看可以直…
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Hello. Thank you for this amazing job.
I'm not an expert in FEC and math behind it, but I'm encouraged to use `wirehair` as a part of my reliable UDP project in Kotlin. As you might know, Kotlin is…