I'd just realized that it may isn't possible to send and receive a UPD packet on the same computer??
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I'd just realized that it may isn't possible to send and receive a UPD packet on the same computer??
UDP is accentual the same as TCP, but with nearly no overhead, there is no greater chance that packet loss will occur it's just that the receiver does not double check everything.
But This lack of over head means a computer cant send anything to it's self, as no time stamps means it wouldn't be able to to tell the diffrence from the sent msg.
With UDP there is no greater chance that packet loss or corruption will occur, but it doesn't get corrected. In TCP a corrupt or dropped packet is re-sent, in UDP a corrupt or dropped packet is just dropped.
In TCP, every packet has a transmission order number, and any packets that arrive early are held until the packets due before them arrive. In UDP, the packets don't have this number, and any packets that arrive early are delivered immediately, out-of-order.
There's a difference in data vs. packet size handling too. A TCP packet that's too big at any stage will be cut into smaller packets. A UDP packet will either be truncated or dropped.
In fact UDP provides no guarantee that ANY of the packets you send will arrive, which is what happens when you ask Moo to send a udp packet to the same pc. In TCP the data is guaranteed to arrive, as long as the connection remains open.
EDIT: IIRC the multi-pc (as opposed to hotseat) multiplayer mode of "Space Empires 4" used UDP for transferring the game state files from host to clients each turn. It provided no recovery or even detection of errors in the transfer, the it would just sit waiting forever if it failed, and you'd have to restart the game. This is an example of how NOT to use UDP.
Well, I checked it and it's working fine for me. I don't see any problems.
i imagine there would be around this... one would be to set up a service on your router. then send it to the router and the router will just send it back.
if the UDP packets doesn't reach the destination, it drops and the neither the client or server know it drops, thats why UDP is fast and has a low header sizeQuote:
Originally Posted by SEELE
Sorry, I checked only "Blast Text to Server" action (and it works). I didn't check "Blast Text on Channel", which is not working :/
obviously you wouldn't do this in practice but temporarily while you are debugging your game and want to leave it in udp.