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| Wed, 16 Jan 2013 06:17:51 -0800 (PST) | |
| In-Reply-To: | <31C7318849A24F8390A11960BF755036@dev.null> |
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| <31C7318849A24F8390A11960BF755036 AT dev DOT null> | |
| Date: | Wed, 16 Jan 2013 16:17:51 +0200 |
| Message-ID: | <CAA2C=vD6g-ZQJr2Hm61SVzQ=f6AP7_6-WmRdzS+2O5_SnC+VAg@mail.gmail.com> |
| Subject: | Re: ANNOUNCE: tcp/ip library Watt-32 (version 2.2 dev-rel. 10) |
| compiled with DJGPP. | |
| From: | Ozkan Sezer <sezeroz AT gmail DOT com> |
| To: | djgpp AT delorie DOT com |
| Cc: | Gisle Vanem <gvanem AT broadpark DOT no> |
| Reply-To: | djgpp AT delorie DOT com |
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On 1/16/13, Gisle Vanem <gvanem AT broadpark DOT no> wrote: > "Ozkan Sezer" <sezeroz AT gmail DOT com> wrote: > >> Is the packet reassembly fixed in the new version? I am >> much interested in that. > > No, but it's on my TODO list and I'd be happy to get some help > with this. Would you be willing to have a look at my latest version > and test it etc.? > Certainly. > I've searched many different implementations & algorithms for the > best IP-defragmentations. Most of them requires lots of malloc() > at run-time. This is big no-no on low-mem systems DOS (esp. 16-bit). > Prone to DoS attacks too. > > Your Hexen (?) game-program must be the only program I'm aware of that > *requires* IP-fragments. Can it really not use TCP streams or UDP packetized > traffic like other well behaved programs? Of course I can change it to not cause frags, but doing that will break backwards compatibility due to protocol changes. The thing is an just old game and what I am doing with it is just porting and maintaining it with maximum compatibility. > > --gv > >
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