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From: Mark Watts (m.watts
eris.qinetiq.com)Date: Fri Jan 04 2002 - 04:46:28 CST
Just remembered:
Unreal Tournament has to download a master list of servers in order to play
an internet game.
When I was running it behind a squid proxy, I noticed that it makes an http
connection to a particular server, and downloads the list as an html file.
Other games may do something similar - if you can return a blank file each
time, I would expect the game to return no available servers. (Then you would
be left with spotting intranet gaming traffic)
HTH,
Mark.
> On January 3, 2002 12:02 pm, Jamie French wrote:
> > Usually you can identify them by looking at highport to highport comms
> > via UDP that looks like a flood. Network gaming usually takes up a lot
> > of bandwidth.
>
> I would disagree with this. I used to run a Tribes server, and with "high
> capacity settings" that were needed for competetive play, and a full 24
> players on the server, it barely passed 50KBytes/sec. An individual player
> took 2-3KBytes/sec at most.
>
> Network games are designed to operate over modems with little to no impact,
> whenever they can. They just can't hold a candle to a mass file transfer
> application like most P2P software.
>
> Now, when a major patch comes out for Counterstrike, and suddenly 75 people
> are downloading a 100MB zipfile, that's a different story! :)
>
> Jason
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