Complexity: Medium-Hard / help wanted
[Problem]
Under severe traffic pressure, all packet classes competing equally for network resources can cause important gameplay traffic to experience unnecessary delay.
[Proposed Change]
Investigate packet prioritization and controlled rate limiting based on traffic class and connection conditions.
Potential approaches include token buckets, priority queues, coalescing, or adaptive throttling.
[Implementation Note]
The proposed traffic-control mechanisms are hypotheses. Use measured network behavior to identify actual congestion and avoid introducing artificial throttling during normal operation.
[Acceptance Criteria]
•Critical traffic receives appropriate priority.
•Non-critical traffic can be limited under pressure.
•Normal operation is unaffected.
•Backpressure remains bounded.
•Behavior is tested under simulated congestion.
Complexity: Medium-Hard / help wanted
[Problem]
Under severe traffic pressure, all packet classes competing equally for network resources can cause important gameplay traffic to experience unnecessary delay.
[Proposed Change]
Investigate packet prioritization and controlled rate limiting based on traffic class and connection conditions.
Potential approaches include token buckets, priority queues, coalescing, or adaptive throttling.
[Implementation Note]
The proposed traffic-control mechanisms are hypotheses. Use measured network behavior to identify actual congestion and avoid introducing artificial throttling during normal operation.
[Acceptance Criteria]
•Critical traffic receives appropriate priority.
•Non-critical traffic can be limited under pressure.
•Normal operation is unaffected.
•Backpressure remains bounded.
•Behavior is tested under simulated congestion.