Hey Thilo, > Don't. You want to avoid threads whenever possible.
Are you saying this to avoid complex programming or is there more background on this? I believe contemporary thinking is to split each tick into as many threads as possible. Thanks, ej On Fri, Jan 21, 2011 at 9:32 PM, Thilo Schulz <a...@ats.s.bawue.de> wrote: > On Friday, 21. January 2011 17:34:33 Ismael Garrido wrote: >> Looking at the sv_packetdelay variable, it occurred to me that it >> could be possible to make a "fair ping" server > > That's a very interesting idea. > >> I tried making a separate thread >> which called NET_FlushPacketQueue every 1 us and it still was jittery. > > Don't. You want to avoid threads whenever possible. > >> Does anybody have a better idea on how to implement it? Maybe the >> packetqueue should have more than millisecond precision? > > You would need to implement a FIFO for each player which would delay the > packets by the required amount of time. Furthermore, you'd need to change the > function that uses the select() syscall in the case of the dedicated server. > If you don't you'll get a granularity of sv_fps which is 20 per default which > means you can only regulate the pings in multiples of 50ms. > > But yes, it definitely is possible. > > -- > Thilo Schulz > > _______________________________________________ > ioquake3 mailing list > ioquake3@lists.ioquake.org > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. > _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.