-
-
Notifications
You must be signed in to change notification settings - Fork 1.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
DEV9: Improve speed of TCP connections on the sockets backend #11046
DEV9: Improve speed of TCP connections on the sockets backend #11046
Conversation
36958d3
to
058b511
Compare
I'm not sure why the Clang build failed, It built correctly on my branch |
Doesn't seem to do anything for Monster Hunter 2 Dos, spits same information after coming from a quest with 3+ players: Master: Pr: |
058b511
to
e16949d
Compare
e16949d
to
6fe2cd3
Compare
I think I've figured out this issue, it's caused by the following;
On windows, everything is the same size (32bits) and works as expected On Linux; These small differences between platforms are annoying to deal with. I've opted to zero initialise Can you test the latest build on this pr to confirm it works |
Works like a charm, would need to test more but no longer spamming :D new pr: |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Works fine from my testing. It is a lot faster now :^)
Description of Changes
Increases the number of sent packets that are yet to be acknowledged (from 1 to 64).
Consider the amount of outstanding, yet to be acknowledged, data when determining the max packet size
Fixes incorrect code for handling sequence overflow
Corrects some logs
Rationale behind Changes
The code was over cautious, and was bottlenecking TCP connections, we need more speed
Fixes a (probably very rare?) bug
Suggested Testing Steps
Test networking games that use TCP (mostly server based games)