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diff --git a/pipermail/nel/2001-July/000493.html b/pipermail/nel/2001-July/000493.html new file mode 100644 index 00000000..39f73f5b --- /dev/null +++ b/pipermail/nel/2001-July/000493.html @@ -0,0 +1,96 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] TCP vs. UDP</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:zane%40supernova.org"> + <LINK REL="Previous" HREF="000491.html"> + <LINK REL="Next" HREF="000481.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <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> + <P><UL> + <LI> Previous message: <A HREF="000491.html">[Nel] TCP vs. UDP</A></li> + <LI> Next message: <A HREF="000481.html">[Nel] TCP vs. UDP</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#493">[ date ]</a> + <a href="thread.html#493">[ thread ]</a> + <a href="subject.html#493">[ subject ]</a> + <a href="author.html#493">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>----- Original Message ----- +From: "Vincent Archer" <<A HREF="mailto:archer@frmug.org">archer@frmug.org</A>> +Sent: Friday, July 06, 2001 4:57 AM + + +><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. + +><i> > 2) Know what data can be overwritten by new data if we recieve a large +</I>><i> > chunk of data +</I>><i> +</I>><i> The latter requires you to look at the semantics of the data, not just the +</I>><i> syntax. You have to posit specific types of data, and, for example, you +</I>><i> don't have to retransmit data type X about object A if it has been already +</I>><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). + +><i> This quickly require you to tie the protocol to the exact game being made. +</I>><i> A current 3D coordinate/movement vector does not require retransmission +</I>><i> (or, at least, not the retransmission of the same data; you may send back +</I>><i> a more up-to-date version), but it automatically implies your game has +</I>><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> + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000491.html">[Nel] TCP vs. UDP</A></li> + <LI> Next message: <A HREF="000481.html">[Nel] TCP vs. UDP</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#493">[ date ]</a> + <a href="thread.html#493">[ thread ]</a> + <a href="subject.html#493">[ subject ]</a> + <a href="author.html#493">[ author ]</a> + </LI> + </UL> +</body></html> |