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Development & Deployment of Multiplayer Online Games, page 1:

TCP Peculiarities as Applied to Games, Part II

Quote: “Nagle’s algorithm aims to deal with those [CENSORED] developers who’re trying to send data over TCP in really small chunks (like 1 byte each time)”
Another Quote: “it seems that “proportional rate reduction” (PRR, reportedly used by Linux kernels by default starting from 3.2) performs for gaming purposes a little bit better than the alternatives”
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TCP Peculiarities for Games, part 1

Quote: “the best we can hope when using a single TCP connection over 5%-loss channel – is having 1.5-second “lag spike” every 5 or so minutes, and a 3-second “lag spike” every 2 hours.”
Another Quote: “we may already have the-information-we-need on the receiving host – but this information is hidden from us by layers of abstraction on receiving side”
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Packet Loss for an App-Level Developer. Part II. Last Mile, Wi-Fi, and Summary

Quote: “Burstable packet loss. May be caused by a neighbor preparing his breakfast”
Another Quote: “if there is a NAT device on the way from your Client to your Server – a sudden IP change can occur with absolutely no notification to Client whatsoever.”
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Packet Loss for an App-Level Developer. Part I. Router Failures, BGP Convergence Time, AQM, Traffic Shapers.

Quote: “All the routers, switches (actually – pretty much each and every device which forms Internet infrastructure) – are allowed to drop each and every packet.”
Another Quote: “TCP, when it observes a dropped packet, interprets it as an indication of congestion – and slows down.”
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Indirect and Client-Centric Payment Processing. Logging and Reconciliation

Quote: “Fortunately, there is a neat crypto-trick which makes this schema usable for Server-oriented games in general – and multi-player games in particular”
Another Quote: “if you’re using TCP to communicate, you should log everything right before it goes into your send() call (and right after it comes out of your recv() call”
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