Part VI.
Technical Notes
27/Apr/21 12:30 PM
1.
Characteristic of ProudNet communication function
1.1
P2P performance of ProudNet
1.2
UDP communication related performance of ProudNet
2.
Communication protocol that ProudNet uses
3.
Setting firewall from server
3.1
Firewall setup to defend DDOS attack
3.2
Firewall setup for ICMP related
4.
Setup when there are several LAN cards (NIC) are attached.
5.
Setup for server on router or L4 switch.
6.
ProudNet Tips for performance enhancement
6.1
How to conserve the communication traffic
6.2
Optimizing multicast
6.3
Operating System (OS) of Game Server
6.4
Method of using Server UDP Port
6.5
Setting the number of threads in thread pool of server
6.6
Speed-hack detection and performance of the server
6.7
Understanding burst time
6.8
Optimizing transmission operation routine
6.9
Performance difference between Direct P2P and relay communication
6.10
How to choose the right protocol for your project
6.11
Detecting transmission overflows
7.
Limiting the size of communication message
8.
Imitating bad network condition
9.
Not using P2P direct communication or UDP communication with server
10.
Communication between servers
11.
Troubleshooting document or Frequently Asked Question (FAQ)
11.1
How to maintain the connection with server when the program stops due to debugger
11.2
A case of a build error
11.3
When the connection comes back to life after few seconds of suddenly going dark in P2P communication
11.4
P2P communication suddenly doesn't work
11.5
Blocking an Assert dialog box
11.6
When exception occurs related to CFastHeap or CLookasideAllocator
11.7
RMI Error occurs when message is too short.
11.8
If you can not exceed concurrent users more than 5,000
12.
Communicating with a separated UDP socket based on ProudNet hole-punched information without using ProudNet.
13.
Using ProudNet from DLL project
14.
Controlling event or transmission operation (callback)
14.1
Cutting callback in operation from client
14.2
Postponing callback from client
15.
TCP delayed transmitting function and Nagle algorism
16.
The range of message for RMI
17.
Warning function for traffic overload
18.
Factor property of RMI method
19.
How to use/attach ProudNet to a game server based on WAS.
19.1
How to share data by placing a database between a socket server and WAS.
19.2
How to load a socket server with a function that deals with HTTP request and send a request from WAS to the socket server by HTTP.
19.3
How to do socket communication (not HTTP) between WAS and a socket server.
20.
IPv6 Guide
21.
Conversion of Unicode and Multibyte
22.
Sending a message