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This page is part of the GENIUS project.
Aggregate Flow Results
The following results show individual clients all sending data to the server and the server sending data to all clients.
Packet Inter-Arrival Time
Figure 9 below shows the inter-arrival times of all packets from the clients to the server and Figure 10 shows the inter-arrival times of packets sent from the server to all the clients. In Figure 9 we can clearly see that the packets from the clients have an inter-arrival time of between 0ms and 50ms, with most packets arriving at the lower end of the scale. Figure 10 shows the effect of back to back intervals as the server sends packets to the clients. More information on back-to-back intervals can be found in Mark Pozzobon's report on Quake 3 play over a LAN.
Figure 9: Three client game Figure 10: Three client game
Packet Length
We can see in Figure 11 that just as the individual client to server results showed, clients send packets with a mean of 73 bytes long to the server. We can also see in Figure 12 that the server sends packets with mean packet size to the clients of 158 bytes (click on Figure 12 to see a close-up of the distribution with the tallest peak removed). This however varies with each individual map. Since the clients are interacting with the game, various actions such as idling, picking up objects, dying and shooting other players may result in the large variety of packet sizes sent.
Figure 11: Packet length Clients to Server Figure 12: Packet length Server to Clients
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Last Updated: Wednesday 22-Oct-2003 12:23:45 AEST URL: Maintained by: Ana Pavlicic apavlicic@groupwise.swin.edu.au Authorised by: Grenville Armitage garmitage@swin.edu.au