IPv4.. what about IPv6?
#1
Just wondering what the difference is and how will it effect AC in the near future?

Just some articles I've read
http://news.softpedia.com/news/The-Final...2475.shtml
http://news.softpedia.com/news/As-IPv4-A...2687.shtml
http://news.softpedia.com/news/Windows-7...1634.shtml
Thanks given by:
#2
I shouldn't affect AC much at all. Fact is, more and more hardware is being created that is IPv4 and IPv6 compliant, and we will gradually see IPv4 fade away. AC will continue to use UDP, which will be unchanged by the switch over to IPv6. Some variable might need to be re-assigned because the addresses are now 64 bit instead of 32 bit, that should be all.

Essentially, the difference between IPv4 and IPv6 is that IPv4 has 32 bit addresses and allowed for options fields in the header, while IPv6 has 64 bit addresses and has phased out the options field.
Thanks given by:
#3
128 bit

For AC, the network library should be updated if it doesnt already support v6.
Thanks given by:
#4
I kind of wondered myself, will it still show IPv4 addresses when you /whois someone?
Thanks given by:
#5
Ah, 128 bit. Apparently I was not paying enough attention during my networking class :p
I would imagine that the /whois could be made to show IPv4 or IPv6, whatever the client is connecting with (and IPv6 if they have both addresses).
Thanks given by:
#6
Is the game already configured to handle IPv6 whois info?
After looking at the code, it seems to me that /whois only prompts the engine to process four octets. Makes me wonder what it would do with "fe80::202:b3ff:fe1e:8329"...

Edit:
Quote:I would imagine that the /whois could be made to show IPv4 or IPv6
I see now, you mean the game could be changed in the future to allow /whois to handle both. XD
Thanks given by: