<div dir="ltr"><div><div><div><div><div><div><div><div><div><div><div><div><div><div>One of the ways in which IAX calculates peer ping time is using POKE/PONG/ACK sequence as follows:<br><br></div>- Peer1 sends POKE (frame timestamp is time of sending)<br></div>- Peer2 sends PONG with same time stamp received from POKE.<br></div>- Peer1 calculates ping time by doing: pong_reception_time - poke_send_time.<br><br></div>While using a shaky connection, sometimes ping time changes from normal ~100ms to long ping time (~2 seconds, sometimes get TOO LAGGED) for one ping and returns to normal again.<br><br></div>This happens because of packet loss. Here is what happens:<br><br></div>- Peer1 sends POKE (it mark sending time stamp in channel member `offset`)<br></div>- POKE packet is dropped<br></div>- After sometime (qualify / 2), POKE is retried.<br></div></div></div>- Peer2 receives the POKE packet and sends PONG.<br></div>- Peer1 receives the PONG packet, and calculates ping time = pong_receiption_time - first_poke_send_time<br><br></div>So ping time becomes high for short period because of a packet retry, not because the network is slow.<br><br></div>Is it better to calculate ping time = pong_receiption_time - last_poke_send_time? So we get **actual** network ping time instead of network_ping_time + packet_retry_time.<br><div><div><div><div><div><div><div><div><div><div><div><div><div><div><div><div>-- <br><div><div dir="ltr"><div><div dir="ltr"><div>Yousf Ateya,<br></div><div></div></div></div></div></div>
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