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From: Mark Watts (m.wattseris.qinetiq.com)
Date: Fri Jan 04 2002 - 04:46:28 CST

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    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