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+ <H1>[Nel] TCP vs. UDP</H1>
+ <B>Zane</B>
+ <A HREF="mailto:zane%40supernova.org"
+ TITLE="[Nel] TCP vs. UDP">zane@supernova.org</A><BR>
+ <I>Fri, 6 Jul 2001 11:59:26 -0700</I>
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+<PRE>----- Original Message -----
+From: &quot;Vincent Archer&quot; &lt;<A HREF="mailto:archer@frmug.org">archer@frmug.org</A>&gt;
+Sent: Friday, July 06, 2001 4:57 AM
+
+
+&gt;<i> That's priority, and bandwidth management. Not really TCP-vs-UDP relevant.
+</I>
+Yes, but what I'm saying is knowing that is a feature of the network object
+I was discussing further into the message.
+
+&gt;<i> &gt; 2) Know what data can be overwritten by new data if we recieve a large
+</I>&gt;<i> &gt; chunk of data
+</I>&gt;<i>
+</I>&gt;<i> The latter requires you to look at the semantics of the data, not just the
+</I>&gt;<i> syntax. You have to posit specific types of data, and, for example, you
+</I>&gt;<i> don't have to retransmit data type X about object A if it has been already
+</I>&gt;<i> sent out, but you have to retransmit data type Y about the same object A.
+</I>
+I don't mean to be confrontational but did you even read the rest of my
+message? With the network object I was discussing you pass data to be sent
+to the client with Priority and data class. The user of the object sets up
+the classes in a manner such that the network object is aware of the classes
+(in this case a simple enum would be enough). Here's an example:
+
+You want to pass property X of object A to the client. You don't care if it
+gets there or not. You then pass the data to the network object with a low
+priority and a class corresponding to the type of data property X is.
+
+You want to pass property Y of object A to the client and you need to ensure
+that it gets there. You then pass the data to the network object with a
+high priority (and no class).
+
+&gt;<i> This quickly require you to tie the protocol to the exact game being made.
+</I>&gt;<i> A current 3D coordinate/movement vector does not require retransmission
+</I>&gt;<i> (or, at least, not the retransmission of the same data; you may send back
+</I>&gt;<i> a more up-to-date version), but it automatically implies your game has
+</I>&gt;<i> moving 3D objects.
+</I>
+The network object I described doesn't need to know anything other than data
+class and priority. Both of those items are determined by the engine. The
+only special knowledge the network object needs is the list of data classes.
+
+Please re-read my e-mail.
+
+In case the original wasn't clear enough the object itself decides which
+protocol to use based on priority. High priority data would use TCP and low
+would use UDP with of course an additional header in the packet.
+
+-E.J. Wilburn
+<A HREF="mailto:zane@supernova.org">zane@supernova.org</A>
+
+
+
+</pre>
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