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That's a little unfair. When someone tells you something relies on UDP, nobody in their right mind assumes that this person implemented TCP features on top. U
by axaxs 7y ago
That's a little unfair. When someone tells you something relies on UDP, nobody in their right mind assumes that this person implemented TCP features on top. UDP is simple and quick, and the assumption is that there was a reason they chose that route.
AFAICT, QUIC loosely defines a way to do client address validation, but it isn't required! It's worded as 'CAN' and 'MAY' in places, and places outside the spec basically hint that 'oh no! it adds another round trip'. This makes it feel totally bolted on. Why wasn't it required up front? If someone came up to me with this idea of QUIC, the -first- thing I'd tell them is to solve this problem definitively first. The idea seems sound to me, but not if you let everyone turn it off...
- magicalhippo 7y ago> When someone tells you something relies on UDP, nobody in their right mind assumes that this person implemented TCP features on top. AFAIK it's rather common in multiplayer games to do TCP-like features over UDP, as they usually need the UDP features but also need reliable transport for some data, and it's rather tricky to do both UDP and TCP at the same time. See for example https://fabiensanglard.net/quakeSource/quakeSourceNetWork.php https://fabiensanglard.net/quakeSource/quakeSourceNetWork.ph... or https://gafferongames.com/post/reliability_ordering_and_congestion_avoidance_over_udp/ https://gafferongames.com/post/reliability_ordering_and_cong...