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Dynamically Acquire pmtu Settings From Server #19
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The idea is good, but it would make a server bad for other games. |
That's exactly what this issue isn't for, though. "For a server that only hosts a certain game, such as Animal Crossing: New Horizons". To clarify - I run a personal server for Animal Crossing LAN Play. I only use it and want it used for such purpose. One person with bad settings connects and kills the whole experience for everyone connected. Again, if implemented, the flag would be optional upon server start. |
I'm not aware of a mechanism to force client side path mtu or mtu for that matter, otherwise, my life as a cisco network dude would be much simpler :p Usually path mtu discovery is used (this is still client side) but that doesnt work on most non-enterprise setups, much like mss clamping must be done on the client side. Maybe space knows something I don't, but I wouldn't hold your breath on this :( |
The client already supports a custom pmtu setting - I'm proposing that the client and server can have an interaction to negotiate a specific pmtu administered by the server. A config "file", if you will. I figured it could go something like this, prior to actually relaying traffic:
OR
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For a server that only hosts a certain game, such as Animal Crossing: New Horizons, many people aren't putting in the correct pmtu argument when connecting with LAN Play. While that's on them to follow instructions, it provides a poor experience for those that are already connected with the correct settings as the game crashes.
I propose an optional flag on the server to override or force-set the pmtu on the client. This would require an update on both the server and client, but I figured it would start with the server being able to send that data, first.
A command line argument could be something like
slp-server-rust --clientpmtu 500
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