Comments (3)
个人理解:2倍发包就是10原始包+10备份包=20个包,远端实际收到16个包。
如果不幸这16个包收到的是前8个原始包+前8个备份包,那么数据实际收到是损坏的
差不多。不知道你说的数据损坏是什么意思。实际上是10个包中收到了8个,丢了2个,收到的8个还是有效的,不是整个10个都坏了。
fec和多倍发包的真正区别是什么?
FEC算法比多倍发包的恢复能力更强一些,比如对于20个包发10个冗余包,只要收到了30个中的20个,就一定能恢复出全部数据。
FEC会引入额外的延迟,多倍发包不会。
丢失的2个包会触发软件快速重传之类的机制吗?目测好像没这功能
UDP协议是允许丢包的,丢了就丢了,不会重传。就算你实现了重传,重传会引入额外的延迟,你传给了游戏,游戏也不一定要这个包了(游戏里检测出了这个包是很久以前发送的,丢弃了)。
也试过4倍发包效果没啥区别
会比2倍好。
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谢谢答复,请问有可能会考虑直接提供tcp转udp部分(kcptun这样)的功能吗?现在用户的实际感受其实挺悲催的,为了某些科学性目的要使用三、四个软件一个套一个。另外,看说明上有写如果kcptun和udpspeeder串联可以关闭kcptun的fec(过人之处是?),那不如udpspeeder直接实现tcp部分不是更好。
包括令人振奋的动态调整fec,希望可以提供完整的实现教程。
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请问有可能会考虑直接提供tcp转udp部分(kcptun这样)的功能吗?现在用户的实际感受其实挺悲催的,为了某些科学性目的要使用三、四个软件一个套一个。
udpspeeder直接实现tcp部分不是更好
对有一定动手能力的人来说,3个4个和1个区别不大,只要配置一个脚本启动这些就可以了。目前方法
的优点是可以自由组合。 一个集成了所有功能的软件只是方便了小白,我的精力主要在改善软件的功能,方便小白不是高优先级的事情。
另外你可以看下tinyFecVPN,这个集成度高一点:
https://github.com/wangyu-/tinyFecVPN
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