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From: "ewan" <ewan@fragworld.co.uk>
To: lartc@vger.kernel.org
Subject: Re: [LARTC] Optimize online gaming at expense of web access
Date: Sat, 02 Feb 2002 15:31:09 +0000	[thread overview]
Message-ID: <marc-lartc-101266386131889@msgid-missing> (raw)
In-Reply-To: <marc-lartc-101258875205282@msgid-missing>

>  Basically, I have a LAN at home that goes through a RH 7.1
> system which serves as a NAT gateway (I use iptables) to the internet
> through an IDSL connection.  Since it's IDSL, it's not all that fast.
> Problems arise when my wife is playing an online game (Ultima Online)

I have the same set up for my adsl connection. I think the problem you
describe is the bane of all us home network users. I haven got a perfect set
up but I recomend looking at this attachment, which is from another post to
this list a while back.

http://www.ds9a.nl/2.4Routing/HOWTO//cvs/2.4routing/output/2.4routing-15.htm
l#ss15.8

This works quite well, but since you know exactly what the problem is (UO
requires a set amount of bandwidth to keep a good ping) I suggest using a
packet sniffer to find out what ports UO uses and make a seperate bandwith
class just for that port. Forget about the TOS bits from what ive seen they
dont work reliably.

I also think that this setup puts HTTP traffic into the fast class which is
good for when your browsing webpages while somone downloads a big file, but
it does mean that if you look at a particualy large page, (big lists
generated by ASP or somthing) it can hog the bandwidth for a couple of
seconds

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      reply	other threads:[~2002-02-02 15:31 UTC|newest]

Thread overview: 2+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2002-02-01 18:38 [LARTC] Optimize online gaming at expense of web access Bruce Feist
2002-02-02 15:31 ` ewan [this message]

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