質問

現在コンピュータサイエンスとエンジニアリングで学士号の論文を書いています.OpenGLを使用してC ++でレースゲームを作成しています。レポートでは、TCPとUDPの使用を比較しています。 Source は、複数のTCP-ConnectionsがUDP接続でパケット損失を引き起こす可能性があると主張しました。私も良いリファレンス

問題は13歳であるという事実にありますが、私はこの問題を解決するためにプロトコルが変更されたという兆候を見つけることができませんでした。私はもっと電流である紙や記事を見つけることができませんでした、それは同様の調査を行う

だから、私の質問は、関連性がある場合、および/または論文レポートでこの古い参照を使用することを忘れている場合には、プロトコルに変更があったかどうかです。

役に立ちましたか?

解決

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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