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RTMFP problem

New Here ,
Apr 10, 2017 Apr 10, 2017

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Hello!

We develop local multiplayer games in AIR+AS3+Flex environment. We use the p2plocal library, which based on the RTMFP protocol. We found the following error at the testing:

it seems there is a limit of the nodes numbers. Around about 16 nodes, errors appear in the RTMFP network. For example: if there are 15 nodes in the network already, and a new one joined to it, some older node dont see the new one and "vica versa". Over 16 nodes, the RTMFP newtwork is inaccurate: some nodes dont see some others without any logic.

Is this a problem of the RTMFP? Or maybe a Windows socket limit? Or..?

Anyone has any idea?

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Enthusiast ,
Apr 11, 2017 Apr 11, 2017

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Hi, yes this is normal, on a local network the group topology of RTMFP guarantee a full mesh

for a group of 14 or smaller, eg. 14 is the limit.

see this discussion on the Cirrus forum Multicast for local p2p

the Adobe TV site is gone but you can find some PDF here

look at the topology topics/slides

in short, there is no problem with RTMFP itself it is more a problem of what you're expecting from it and what you are trying to do.

If you want to keep your problem simple you accept that your local multiplayer group is limited to 14 and you move on,

anything else will make things more complicated (eg. very hard network programming even if reusing RTMFP, even harder if you develop your own solution over UDP/TCP etc.).

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