我目前在计算机科学和工程中撰写一个学士学位,我们正在使用OpenGL在C ++中创建赛车游戏。在报告中,我正在比较使用TCP和UDP,我找到了 Source ,声称多个TCP连接可以在UDP连接中引起数据包丢失。我甚至得到了一个好的参考

问题在于它是13岁但我没有找到任何协议修改以解决此问题的指示。我也无法找到任何纸质或文章,这是更多的当前,这是类似的调查

所以,我的问题是对可能是相关的协议是否存在任何更改和/或者如果我应该忘记在论文报告中使用此旧引用。

有帮助吗?

解决方案

Read the significant points in the article:

  1. First, we focused on the case in which only TCP connections use all of the bandwidth of the network.
  2. With the increase in the number of TCP connections, a larger number of packets can simultaneously arrive at the node, thereby making the buffer severely congested and thus making packet loss occur more often.

So the WAN link under test is saturated and the testing is for fairness of the TCP and UDP protocols. The 29 West article linked in the comments also notes:

Myth--There is no loss in networks that are operating properly.

Reality--The normal operation of TCP congestion control may cause loss due to queue overflow. See this report for more information. Loss rates of several percent were common under heavy congestion.

None of this is particularly new or should be surprising to anyone. Consider a home Internet connection, DSL or Cable with minimal speed, e.g. 2mb/s and setup one computer with Bittorrent downloading several large files, now try to run a UDP game such as Valve's Team Fortress 2. It's not going to work well.

With VoIP many networking persons started looking at methods to improve this situation which brings QoS to the table. QoS however demands co-operation both ends of the WAN and so this is of no benefit to the majority of end users. The only real solution is bandwidth throttling. If you have a 2mb link you set the TCP traffic to say 1.5mb and leave the remainder for UDP traffic for gaming.

If you are developing a split protocol game you would define a upper bandwidth limit, say 25KB/s per client for the total traffic and then define separate limits for TCP and UDP traffic within that limit, e.g. 15KB/s for TCP and 10KB/s for UDP. Generally games tend to use HTTP (TCP) for downloading game content outside of the game and then switch to UDP inside the game to remove the issue completely.

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