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+ <H1>[Nel] TCP vs. UDP</H1>
+ <B>Vincent Archer</B>
+ <A HREF="mailto:archer%40frmug.org"
+ TITLE="[Nel] TCP vs. UDP">archer@frmug.org</A><BR>
+ <I>Thu, 5 Jul 2001 18:04:42 +0200</I>
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+<PRE>According to Vianney Lecroart:
+&gt;<i> On Anarchy Online game, they only use TCP protocol between client and server
+</I>&gt;<i> (other commercial online game use UDP) and it seems that it causes lot of
+</I>&gt;<i> problem like horrible ping or connection lost:
+</I>&gt;<i> <A HREF="http://aoforums.funcom.com/showthread.php?threadid=26297">http://aoforums.funcom.com/showthread.php?threadid=26297</A>
+</I>
+
+This post (and the rest of the discussion) do highlight the problems of
+AO. However, only one post, in the whole thread, seems to be close to the
+real &quot;problem&quot;.
+
+I have two friends who are playing AO together. They often experience
+&quot;bad lag&quot; (i.e. 20-30s delays between a command and it's execution).
+However, there's one strange thing during these periods of bad lag.
+
+They still chat with each other.
+
+And I've done checking with tcpdump: you do not talk directly between clients.
+Everything goes thru the AO servers.
+
+My guess is that their architecture is based on a front-end/zone service
+model. Clients connect to a front end, and said front-end connects to a
+zone service, depending on the zone you are in. This is further supported
+by various analysis points during beta, notably when the zone service
+crashed while I was in it (and the whole mission dungeon got resert and
+randomly re-rolled), and the numerous problems people have for zoning
+(zone... after a strangely fixed 45s - the default TCP connection timeout -
+ you get &quot;Area Change not initiated on server).
+
+So you have:
+
+Client ---- TCP ----&gt; Front End ---- TCP ----&gt; Zone server
+ ^ /
+ | /
+ V /
+Client ---- TCP ----&gt; Front End ---- TCP -/
+
+which is probably the worst architecture I can imagine, specially as there
+appears to be one front-end per client, and front ends closes and opens
+communication to zone servers. :(
+
+&gt;<i> In a first step, we would like to know your opinion about this choice. And
+</I>&gt;<i> in a next step, we'll do some test about ping/packet lost and so on to
+</I>&gt;<i> compare TCP and UDP, and we'll need your help to do that.
+</I>
+Packet loss is a non-sequitur under TCP. You *cannot* lose packets under TCP :)
+(you lose connection first)
+
+--
+ Vincent Archer Email: <A HREF="mailto:archer@frmug.org">archer@frmug.org</A>
+
+All men are mortal. Socrates was mortal. Therefore, all men are Socrates.
+ (Woody Allen)
+
+</pre>
+
+
+
+
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