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KickinAezz
Joined: 03 Jun 2007 Posts: 328
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Posted: Tue Aug 12, 2008 11:10 pm Post subject: |
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| pspZorba wrote: | for TCP_NODELAY =>
#include <netinet/tcp.h>
About the delay what range of values did you try? |
Seems like TCP_NODELAY is the one that did the trick.
Disabled it; It occasionally lagged waiting for data.
Here's the updated one to try:
http://www.sendspace.com/file/d7e2mq
Would anyone mind dissecting sceInetRecv Kindly? Where does it read from?
[We could perhaps find the hardware address of wifi buffer and clean it out]
_________________ Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming. |
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SANiK
Joined: 05 Jul 2005 Posts: 29
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Posted: Wed Aug 13, 2008 12:51 am Post subject: |
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From what you say, I guess that, what you see there is NAGLE-ING
You can't get rid of it because it's not up to you but it's up to the sender of the data if they want nagle-ing or not.
The only thing you can do is to write a system that processes each packet and takes out the most up to date information.
BUT, if you do recv() and then do recv() again and then you see the same data and one new data piece - then that's something else |
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KickinAezz
Joined: 03 Jun 2007 Posts: 328
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Posted: Wed Aug 13, 2008 1:18 am Post subject: |
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| SANiK wrote: | From what you say, I guess that, what you see there is NAGLE-ING
You can't get rid of it because it's not up to you but it's up to the sender of the data if they want nagle-ing or not.
The only thing you can do is to write a system that processes each packet and takes out the most up to date information.
BUT, if you do recv() and then do recv() again and then you see the same data and one new data piece - then that's something else |
Yepp.
Now I need to focus on OpenXDK side and optimize the tcp stack once I finalize my other project. _________________ Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming. |
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