[MUD-Dev] UDP Revisted

Ben Greear greearb at candelatech.com
Mon Oct 15 15:23:29 CEST 2001


Brian Hook wrote:
> At 01:34 AM 10/14/01 -0400, Amanda Walker wrote:
 
>> If you don't want to invent the wheel, take a look at how the
>> streaming media folks have approached the problem.  Use TCP for
>> setting up connections, passing authorization and control
>> information, billing data, etc. where it absolutely positively
>> has to arrive intact and latency doesn't really matter.  Use UDP
>> for the media, where staying in sync is more important than
>> getting everything.
 
> Why bother with the TCP layer at all?  Since there is going to be
> some data that must be sent reliably (and in order) during active
> game sessions, and since TCP and UDP typically operate at a "skew"
> with respect to each other as a result of their different
> requirements, you're going to have to implement a reliable
> transfer over UDP anyway.  So just leverage that instead of
> doubling the amount of net code you need to write.

Why not cut your net code in half and send any game data that *HAS*
to get there over the TCP link?  Then you don't have to re-implement
TCP at all...

Ben

--
Ben Greear <greearb at candelatech.com>       <Ben_Greear AT excite.com>
President of Candela Technologies Inc      http://www.candelatech.com
ScryMUD:  http://scry.wanfear.com     http://scry.wanfear.com/~greear
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