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Subsequent analysis of the game shows that the global status message is a total of 100 bytes., and that the unreliable protocol that was eventually
Subsequent analysis of the game shows that the global status message is a total of 100 bytes., and that the unreliable protocol that was eventually chosen has an average loss rate of 5 messages an hour across the player base. Describe a way that this message could be made robust to occasional dropouts without any change in the underlying protocol choices, and without increasing overhead beyond the 1500 byte limit of an Ethernet packet.
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