From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- pipermail/nel/2001-July/000493.html | 96 +++++++++++++++++++++++++++++++++++++ 1 file changed, 96 insertions(+) create mode 100644 pipermail/nel/2001-July/000493.html (limited to 'pipermail/nel/2001-July/000493.html') 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 @@ + + + + [Nel] TCP vs. UDP + + + + + + +

[Nel] TCP vs. UDP

+ Zane + zane@supernova.org
+ Fri, 6 Jul 2001 11:59:26 -0700 +

+
+ +
----- Original Message -----
+From: "Vincent Archer" <archer@frmug.org>
+Sent: Friday, July 06, 2001 4:57 AM
+
+
+> That's priority, and bandwidth management. Not really TCP-vs-UDP relevant.
+
+Yes, but what I'm saying is knowing that is a feature of the network object
+I was discussing further into the message.
+
+> > 2)  Know what data can be overwritten by new data if we recieve a large
+> > chunk of data
+>
+> The latter requires you to look at the semantics of the data, not just the
+> syntax. You have to posit specific types of data, and, for example, you
+> don't have to retransmit data type X about object A if it has been already
+> sent out, but you have to retransmit data type Y about the same object A.
+
+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).
+
+> This quickly require you to tie the protocol to the exact game being made.
+> A current 3D coordinate/movement vector does not require retransmission
+> (or, at least, not the retransmission of the same data; you may send back
+>  a more up-to-date version), but it automatically implies your game has
+> moving 3D objects.
+
+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
+zane@supernova.org
+
+
+
+
+ + +
+

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