Vixen
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Editor · guide

The network panel

Where a session's bandwidth is going, how the link is behaving over time, and what is inside one snapshot — an editor panel over the BandwidthLedger, SnapshotInspector, RoundTripEstimator and transport loss counters a game already has.

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Documents

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  • The editor shell — The window the editor is made of, and the command registry every part of it is a view over.
  • Writing an editor plugin — What a plugin can contribute to the editor, how it registers, and how everything it added is taken back out when it unloads.
  • Panels in markup — Writing a control in .vxml — @inherits for a class callers can hold and add, ref and refs for the parts they read, change: for the values they edit, and the key rule — for @for and for @if alike — that decides whether a row updates at all.
  • Measuring packet loss — What the transport counts about datagrams that did not arrive — four cumulative totals, why the outbound pair is an upper bound and the inbound pair is an observation, how the peer's inbound counters come back over the wire to make it a measurement, and what it costs per packet.
  • Round trip and jitter — The RFC 6298 filter every latency number in the engine comes out of — a smoothed round trip, a smoothed deviation beside it, and why the deviation is the one that sizes buffers.
  • Network sessions — The layer between a transport, which knows about connections and bytes, and a game, which wants players and ticks — the handshake, the clock, the player list, and why a player is not a connection.