Comments (7)
会不会是你发的数据量太大了,造成堆积了?超过了当前 KCP 的发送能力?
检查下:ikcp_waitsnd
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会不会是你发的数据量太大了,造成堆积了?超过了当前 KCP 的发送能力?
检查下:ikcp_waitsnd
好的,感谢。这个主要是复现很麻烦,我准备加更多接口在上层,方便时候可以打印到日志或者调整
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我记得用netty时有遇到过客户端读缓冲区满,导致服务器写入拥堵的问题
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@Haoson 看这里:
https://github.com/skywind3000/kcp/wiki/Flow-Control-for-Users
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@Haoson 看这里: https://github.com/skywind3000/kcp/wiki/Flow-Control-for-Users
感谢感谢,其实这些机制我基本都实现了,甚至issuse所有问题都之前都看过一遍。
我在底层做了一个可配置的、根据当前ikcp_waitsnd数量,超过水位线就踢连接的功能,不过我当时只在网关层实现了,没有在客户端实现,因为游戏本身是上行数量很小,不太可能很大,不过你这么说是提醒了我,客户端是不是也需要做一个类似机制?
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Related Issues (20)
- 一次性发送1000个1K的包,需要8-10秒左右 HOT 5
- 关于 ikcp_update HOT 1
- Kcp 相比于 srt 或者 quic 的优势是什么,弱网下回有更好的表现吗 HOT 2
- 请问主动丢包有解决方案了么? HOT 4
- > 没看懂,你要主动丢包么?
- 请问大神,之前在下面这个issue里讨论的丢包问题,什么时候能支持一下呢? HOT 4
- 纯 python 版本实现,申请加入开源案例 HOT 2
- 包模式下如果rcvWnd<255 并且分包数量>=rcvWnd,接受端因为接受不到足够的数量组装完整包而卡住.
- 请教一个关于停止ikcp_update的方法
- 这里检测使用的buffer超过mtu就output一次是不是会导致seg分成两段 HOT 7
- 关于ikcp_check实现的疑问
- test.cpp 运行结果不符合预期 HOT 3
- Multiple multi-thread clients, one server HOT 2
- 关于服务端和多客户端的问题 HOT 6
- 实时流应用场景,crash的疑问 HOT 4
- 关于源码中的慢启动和拥塞避免算法 HOT 3
- 发送端网络受限 ,接收端网络不好,kcp是否会带来改善? HOT 1
- 为每个kcp设置独立的allocator HOT 1
- 使用check机制并不能使cpu使用率下降 HOT 5
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