You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
TLDR; Some network debugging would be beneficial to the engine.
I'm going to start off by saying thank you to all the devs that make Godot what it is. It has so many great features and is the best game engine I've used to date!
Networking is a core part of many games and can be really hard to debug while writing code. Multiplayer components can only easily be debugged while running it so a networking section would be really helpful. I found myself using tools like clumsy and Netbalancer, but these don't expose the inner workings of the project. It would help to know (during runtime):
incoming call frequency
call validity (rather than all the red text in the console)
packet size (this one's probably the most important for data usage)
The last one is admittedly for a specific case, but I wasn't able to find a tool that would do networking shaping for just one instance of the game (most of the filtered packets by port).
The text was updated successfully, but these errors were encountered:
For network stress-testing I can recommend GNS3, there you can create a real network topology and introduce packet drops. It's a lot more extra work but it's a proper way.
TLDR; Some network debugging would be beneficial to the engine.
I'm going to start off by saying thank you to all the devs that make Godot what it is. It has so many great features and is the best game engine I've used to date!
Networking is a core part of many games and can be really hard to debug while writing code. Multiplayer components can only easily be debugged while running it so a networking section would be really helpful. I found myself using tools like clumsy and Netbalancer, but these don't expose the inner workings of the project. It would help to know (during runtime):
The last one is admittedly for a specific case, but I wasn't able to find a tool that would do networking shaping for just one instance of the game (most of the filtered packets by port).
The text was updated successfully, but these errors were encountered: