
02-11-2022, 01:19 AM
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Orc
Join Date: Dec 2021
Posts: 42
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Quote:
Originally Posted by oldschoolguy
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So all this struggle we have today is because some software engineer back in 1999 couldn't do math? Man that's terrible.
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https://www.pcgamer.com/breaking-the...ed-everything/
Quote:
There are two common protocols for communicating on the internet: TCP/IP and UDP. Though complicated, the gist is that the former is slow but stable and will send packets of information with delivery confirmation notices. If a packet goes missing, TCP/IP will send a new one. UDP is much faster but couldn't care less if packets arrived at their destination. "Vince, who is a brilliant programmer, came in and wrote what we ended up calling Reliable UDP," McQuaid says.
It was a protocol that let EverQuest determine when to send reliable or unreliable data. "When you're running around and you're updating the server with your character's location," McQuaid explains, "that was usually sent unreliably because if there was a lost packet it was no big deal. Those packets were being sent out often because everyone is constantly running around. But if it was something like trading an item, we sent that reliably."
"That was a critical piece of technology that most people aren't even aware of," McQuaid says. "And Vince is an unsung hero because he was down there in the trenches working on this network code."
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Quote:
"Back then there was no one with launch experience. We were just making it up as we went along."
Few, if anyone, could reliably play EverQuest that day. Smedley, Sites, and the networking team were left scratching their heads until they finally discovered the source of the problem. "One of our network programmers had done his math wrong and it meant we were using eight times more bandwidth than we thought we were," Smedley laughs.
EverQuest was using a network managed by a local service provider called UUnet, also used by several major San Diego corporations. But demand for EverQuest was so much greater than Verant Interactive had planned for that it was exceeding the physical limits of the internet pipeline into San Diego. As a result, not only could thousands of players not explore Norrath, several massive corporations had their networking operations accidentally sabotaged. "Once you go over the limit, it basically boots everyone off the network," Sites explains.
Days ticked by as Smedley and crew desperately tried to assuage the growing frustrations of their players and negotiate for better internet access, but UUnet would have to physically lay more cable between San Diego and Los Angeles first. That would take weeks. Meanwhile, a rotating team of three parka-wearing employees took eight hour shifts rebooting crashed servers for days on end.
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