Skip to main content
gamedev.net
🔒 Locked

simulating WAN

Started by Crispy Sep 1, 2003 at 4:42 PM 1 replies 500+ views
Original Post
Crispy
Crispy
I''m having difficulty properly testing my multiplayer code on one machine. Namely, when I test it on my computer, everything works - sending stuff over a network to a remote location, however, won''t work. This leads me to think that when I connect to my own address (even though I do it over a dynamic name server, same IP, different port), TCP/IP fetches the address only once and matches it with the destination addresses of subsequent packets, causing my code to copy data from buffer A to buffer B without ever leaving the local RAM (it''s like pinging your own IP - there can never be any lag because it''s done internally). I want the data to at least go through the network card - even better if it passes through some remote router and is directed back (makes at least two hops) - that way I can be absolutely sure my network code works. I don''t know how to do it, though, or if it is at all that simple to do. Anybody done this and care to share? Doesn''t really have to be programming-related... Anykind of working simulation would be okay as well I guess...
"Literally, it means that Bob is everything you can think of, but not dead; i.e., Bob is a purple-spotted, yellow-striped bumblebee/dragon/pterodactyl hybrid with a voracious addiction to Twix candy bars, but not dead."- kSquared
Raymondo
Raymondo
Search google for WAN simulators.
Crispy
Crispy
Okay - that was simple, but smart. Thanks!
"Literally, it means that Bob is everything you can think of, but not dead; i.e., Bob is a purple-spotted, yellow-striped bumblebee/dragon/pterodactyl hybrid with a voracious addiction to Twix candy bars, but not dead."- kSquared

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.