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LuaCsForBarotraumaEP/Libraries/Lidgren.Network/Documentation/SimulatingBadNetwork.html
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

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<title>Lidgren tutorial</title>
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<h1>Simulating bad network conditions</h1>
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On the internet, your packets are likely to run in to all kinds of trouble. They will be delayed and lost and they might even arrive multiple times at the destination. Lidgren has a few option to simulate how your application or game will react when this happens.<br />
They are all configured using the NetPeerConfiguration class - these properties exists:</p>
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<b>SimulatedLoss</b>
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This is a float which simulates lost packets. A value of 0 will disable this feature, a value of 0.5f will make half of your sent packets disappear, chosen randomly. Note that packets may contain several messages - this is the amount of packets lost.
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<b>SimulatedDuplicatesChance</b>
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This is a float which determines the chance that a packet will be duplicated at the destination. 0 means no packets will be duplicated, 0.5f means that on average, every other packet will be duplicated.
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<b>SimulatedMinimumLatency</b><br />
<b>SimulatedRandomLatency</b>
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These two properties control simulating delay of packets in seconds (not milliseconds, use 0.05 for 50 ms of lag). They work on top of the actual network delay and the total delay will be:<br />
Actual one way latency + SimulatedMinimumLatency + [Randomly per packet 0 to SimulatedRandomLatency seconds]
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<p>It's recommended to assume symmetric condtions and configure server and client with the same simulation settings.</p>
<p>Simulating bad network conditions only works in DEBUG builds.</p>
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