Protocol selection?

I am developing my own transport protocol for a video conferencing application. I would like to know if a connection-based or connectionless approach is suitable for this application.

+3
source share
4 answers

I developed games, including those classified as “jerky” games, such as racing and FPS titles. Latency is crucial for this type of game. You cannot use TCP because it guarantees delivery on order and will store incoming packets during resend processing.

For most of them, we used what we called Stateful UDP. All that really means is that we have added the package identifier to the message. When we received the message, we checked the identifier. If the identifier was higher than the highest identifier that we have seen so far, we have accepted and processed this package. If he was lower, we would throw him. This approach works well when latency is important, since even with UDP you will receive most of your packets, and most of them will be fine.

+4
source

TCP, , ( - MPEG-), - , , . , TCP, .

UDP, , . MPEG-, , - , UDP, -, , , , . , , , .

, , , -, , , TCP, , , , , . , - ( , , , ), UDP , -, , .

, , (, TCP-, , ).

+1

TCP . . , , TCP . / . , , , .

UDP , , .

+1

Streaming video and audio is not so simple. You should look at what already exists - RTP to find out what you are trying to invent, -)

+1
source

Source: https://habr.com/ru/post/1733046/


All Articles