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"11-14-13 - Oodle Packet Compression for UDP"

4 Comments -

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Blogger Jonathan Blow said...

I wonder what you do at the higher level to keep it from becoming too complicated.

That is to say, you probably try to pack source data that is like 4x as long as whatever you think your MTU is, and almost always it ends up being the right size. But if it doesn't... I guess you either do a fallback re-pack of two separate packets or else make your protocol have extended sockets.

I am kinda interested that people are still using UDP. I thought there were just too many problems with NATs and whatever these days and people just gave up and use TCP? Is that not actually true?

November 14, 2013 at 9:30 PM

Anonymous Anonymous said...

Actually, you have to use UDP if you do peer-to-peer because you can't do NAT traversal/punchthrough with TCP (well, some crazy researchers have tried, but it's not very reliable). There are still a lot of p2p apps, including tons of games obviously, but also most video/audio chat apps (that's where libjingle comes from), etc.

November 14, 2013 at 9:51 PM

Blogger cbloom said...

" I am kinda interested that people are still using UDP. I thought there were just too many problems with NATs and whatever these days and people just gave up and use TCP? Is that not actually true? "

I had also been under the impression that games were moving to TCP these days, but after the first post in this series (see the comments) I did an informal survey of the game devs I could contact, and it seems the majority are still UDP.

(the big exception is the most important MMO's which are TCP)

Lots of people that I talked to who are using UDP told me they are "considering TCP for future products" because of the obvious advantages, but are hesitant to make the jump.

November 15, 2013 at 9:49 AM

Blogger cbloom said...

Decent data gathering :

http://www.iis.sinica.edu.tw/~swc/pub/tcp_in_games.html

November 15, 2013 at 9:56 AM

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