Comments (7)
了解了。可能只是那个节点限制了icmp的回复频率,实际没那么糟。
同时加速tcp和udp可以做到。先等我把项目发出来吧。
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我刚才在release里发布了x86的binary。你可以试一下是否兼容你的lede环境。
你说的tcptun应该是kcptun吧。 你说的这个方案是不可行的。 kcptun本身就是利用udp协议,实现了一个优化版的类似tcp的协议,来达到加速tcp的目的,可以说是使用udp加速tcp。你不能把udp流量变成tcp以后再用kcptun把流量变成udp来加速他本身。
udp2raw是用来绕过udp屏蔽,或者udp qos的。游戏一般流量很小,丢包高一般都因为网络链路本身很差,不是qos的问题。 所以,udp2raw不适合你的需求。
不过我有一套专门的udp加速方案,之前我自己用来玩美服的brawl stars和亚服的mobile legend的,对于游戏丢包效果很好。再过几天我把代码和文档完善了以后,会传上来。
==updated==
正确的用法是:
kcptun client<--->udp2raw client<--->udp2raw server<--->kcptun server
下面这个用法不可行:
udp2raw client<--->kcptun client<--->kcptun server<--->udp2raw server
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明白了,十分感谢,题目打错了,我意思就是说kcptun。那期待你完善后的游戏加速方案。我链路确实本身很差,现在用沙田和阿里云的ss,我mtr了一下cn2的丢包率都有百分之20到80.。。
我重新整理下思路,kcptun是通过udp走的,你这个程序目的是让kcptun不受udpqos 和封锁对吧,然而kcptun本身只能加速tcp,所以说udp在这个情况下是没有加速效果的,我理解对吧?
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差不多是这个意思。
20~80%这个丢包率有点太高了。
udp加速一般两种方案:
1.找个丢包低的服务器中转
2.通过多倍发包、FEC的方式发送冗余数据,抵消丢包的影响。
我那个项目用的是方案2. 如果高峰时候真有80%的丢包率,就算发5倍的冗余数据也只能把丢包降到30%,发十倍也只能降到10%。
估计你这么高的丢包只能用方案1,或者直接换服务器了。
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我是说mtr里面到了cn2那个节点有时候是百分之20到百分之80的丢包,直接ping 目标服务器丢包没那么高。我想试试你的多倍发包解决下问题,本来以为kcptun的多倍发包能解决。结果他只解决tcp的问题。要是有一个多倍发包能同时解决tcp和udp就好了。因为fifa这个游戏掉不掉线是看tcp(通过tcp保持和服务器的链接)实际游戏中延迟卡顿是看udp的。(udp和玩家直连,当然也可以通过lede的游戏模式通过ss中转udp)
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好的,好的~
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@genics udp加速器已发布
https://github.com/wangyu-/UDPspeeder
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Related Issues (20)
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- Add option to enable SO_REUSEPORT for co-operating with natmap on router. HOT 1
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