is UDP or TCP used for establishing connections between players, checking connection status, etc?

most games use UDP for their core game play, which is understandable because it's much faster, if not reliable. However, it seems like TCP is needed to establish connections and make sure everyone shakes each other's hands correctly. If UDP is used for this... well, I could see why there is such a high failure rate even with good settings.

2,253 views 4 replies
Reply #1 Top

Yes, Demigod does indeed use UDP. Understandable, and with some more netcode tweaking everything will be just fine. Although honestly, thus far I have not had any problems worth mentioning, I get in and out of games just fine.

Reply #2 Top

I have to agree.  UDP packets are  not guaranteed to arrive in order or even at all.  UDP messages fail in exactly the overloaded environment we're dealing with here. I think it's clear that the issue at hand is not raw throughput (UDP's forte) but rather reliability (TCP's forte). 

I think UDP makes sense for broadcasting time-sensitive game data, but its a mistake to use it for critical tasks like establishing the initial game connections.

Just my 2 cents.

 

Reply #3 Top

Sounds like this is one of the things the team is looking at, which is great news! The UDP issues can be theoretically handled by the application, but it just makes more sense to use TCP for establishing connections and updating game data (who's in the game, who you need to connect to, etc.).

Reply #4 Top

I think UDP makes sense for broadcasting time-sensitive game data, but its a mistake to use it for critical tasks like establishing the connections

agree.