UDP VS TCP
Introduction
Hi, I’m Glenn Fiedler and welcome to the first article in my
online book Networking for Game Programmers
In this article we
start with the most basic aspect of network programming, sending and receiving
data over the network. This is just the beginning – the simplest and most basic
part of what network programmers do, but still it is quite intricate and non-obvious
as to what the best course of action is. Take care because if you get this part
wrong it will have terrible effects on your multiplayer game!
You have most likely
heard of sockets, and are probably aware that there are two main types: TCP and
UDP. When writing a network game, we first need to choose what type of socket
to use. Do we use TCP sockets, UDP sockets or a mixture of both?
The choice you make
depends entirely on what sort of game you want to network. So from this point
on, and for the rest of this article series, I’m going to assume you want to
network an action game. You know games like Halo, Battlefield 1942, Quake,
Unreal, CounterStrke, Team Fortress and so on.
In light of the fact that we want to network an action game,
we’ll take a very close look at
the properties of each type of socket, and dig a bit into how the internet
actually works. Once we have all this information, the correct choice becomes
very clear!
TCP/IP
TCP stands for
“transmission control protocol” and IP stands for “internet protocol”. Together
they form the backbone for almost everything you do online, from web browsing
to IRC to email, its all built on top of TCP/IP.
If you have ever used
a TCP socket, then you’ll know that it is a reliable connection based protocol.
This simply means that you make a connection between two machines, then you
send data between the two computers much like you are writing to a file on one
side, and reading from a file on the other.
This connection is
reliable and ordered, meaning that all data you send is guaranteed to arrive at
the other side in the same order that you wrote it. Its also a stream of data,
meaning that TCP takes care of splitting up your data into packets and sending
those across the network for you.
Again, remember its
just like writing to a file. So simple!
IP
The simplicity is in
stark contrast to what actually goes on at the lower level “IP” protocol
underneath TCP.
Here there is no
concept of connection, instead packets are passed from one computer to the
next. You can visualize this process like a hand-written note being passed from
one person to the next across a crowded room, eventually reaching the person it
is addressed to, but only after passing through many hands.
There is no guarantee
that this note will actually reach the person it is addressed to. The sender
just passes the note along and hopes for the best, never knowing whether or not
the note was received, unless the other person decides to write back!
Of course, it is in
reality a little bit more complicated than this, since of course no one
computer knows the exact sequence of computers to pass the packet along to so
that it reaches its destination quickly. Sometimes “IP” passes along multiple
copies of the same packet, these packets make their way to the destination via
different paths, so will most likely arrive at different times.
This is because the internet is designed to be self-organizing
and self-repairing, able to route around connectivity problems. It’s actually
quite cool if you think about what it is really going on at the low level. You can read
all about this in the classic book TCP/IP Illustrated.
UDP
Instead of treating
communications between computers like writing to files, what if we want to send
and receive packets directly?
We can do this using
UDP. UDP stands for “user datagram protocol” and it is another protocol built
on top of IP, just like TCP, but this time instead of adding lots of features
and complexity it is just a very thin layer over IP.
With UDP we can send a
packet to a destination IP address (eg. 112.140.20.10) and port (say 52423),
and it will get passed from computer to computer until it arrives at the
destination computer or is lost along the way.
On the receiver side, we just sit there listening on a specific
port (eg. 52423) and when a packet arrives from any computer (remember there are no connections!), we
get notified of the address and port of the computer that sent the packet, the
size of the packet, and can read the packet data.
UDP is an unreliable protocol. In practice, most packets that
are sentwill get through, but
you’ll usually have around 1-5% packet loss, and occasionally you’ll get
periods where no packets get through at all (remember that there are lots of
computers between you and your destination where things can go wrong…)
There is also no
guarantee of ordering of packets. You could send 5 packets in order 1,2,3,4,5
and they could arrive completely out of order like 3,1,2,5,4. In practice, they
will actually arrive in order almost all of the time, but again, you cannot
rely on this!
Finally, although UDP doesn’t do much on top of IP, it does make
one guarantee for you. If you send a packet, it will either arrive in whole at
the destination, or not arrive at all. So if you send a 256 byte packet to
another computer, that computer cannot receive just the first 100 bytes of the
packet, it must get the full 256
bytes of data. This is pretty much the only guarantee you get with UDP,
everything else is up to you!
TCP vs. UDP
We have a decision to
make here, do we use TCP sockets or UDP sockets?
Lets look at the
properties of each:
TCP:
·
Connection based
·
Guaranteed reliable and ordered
·
Automatically breaks up your data into packets for you
·
Makes sure it doesn’t send data too fast for the internet
connection to handle (flow control)
·
Easy to use, you just read and write data like its a file
UDP:
·
No concept of connection, you have to code this yourself
·
No guarantee of reliability or ordering of packets, they may
arrive out of order, be duplicated, or not arrive at all!
·
You have to manually break your data up into packets and send
them
·
You have to make sure you don’t send data too fast for your
internet connection to handle
·
If a packet is lost, you need to devise some way to detect this,
and resend that data if necessary
The decision seems
pretty clear then, TCP does everything we want and its super easy to use, while
UDP is a huge pain in the ass and we have to code everything ourselves from
scratch. So obviously we just use TCP right?
Wrong.
Using TCP is the worst
possible mistake you can make when developing a networked game! To understand
why, you need to see what TCP is actually doing above IP to make everything
look so simple!
How TCP really works
TCP and UDP are both
built on top of IP, but they are radically different. UDP behaves very much
like the IP protocol underneath it, while TCP abstracts everything so it looks
like you are reading and writing to a file, hiding all complexities of packets
and unreliability from you.
So how does it do
this?
Firstly, TCP is a
stream protocol, so you just write bytes to a stream, and TCP makes sure that
they get across to the other side. Since IP is built on packets, and TCP is
built on top of IP, TCP must therefore break your stream of data up into
packets. So, some internal TCP code queues up the data you send, then when
enough data is pending the queue, it sends a packet to the other machine.
This can be a problem for multiplayer games if you are sending
very small packets. What can happen here is that TCP may decide that its not
going to send data until you have buffered up enough data to make a reasonably
sized packet (say more than 100 bytes or so). This is a problem because you
want your client player input to get to the server as quickly as possible, if it is delayed or “clumped up” like TCP
can do with small packets, the client’s user experience of the multiplayer game
will be very poor. Game network updates will arrive late and infrequently,
instead of on-time and frequently like we want.
TCP has an option you
can set that fixes this behavior called “TCP_NODELAY”. This option instructs
TCP not to wait around until enough data is queued up, but to send whatever
data you write to it immediately.
Unfortunately, even if
you set this option TCP still has serious problems for multiplayer games.
It all stems from how
TCP handles lost and out of order packets, to present you with the “illusion”
of a reliable, ordered stream of data.
How TCP implements reliability
Fundamentally TCP
breaks down a stream of data into packets, sends these packets over unreliable
IP, then takes the packets received on the other side and reconstructs the
stream.
But what happens when
a packet is lost? What happens when packets arrive out of order or are
duplicated?
Without going too much
into the details of how TCP works because its super-complicated (please refer
to TCP/IP Illustrated) in essence TCP sends out a packet, detects when that
packet was lost, then resends that lost packet to the other machine. Duplicate
packets are discarded on the receiver side, and out of order packets are
resequenced so everything is reliable and in order.
The problem is that if we were to attempt to synchronize this
using TCP, whenever a packet is dropped it has to stop and wait for that data
to be resent. Yes, even if more recent data arrives, that new data gets put in
a queue, and you cannot access it until you receive the lost packet. How long
does it take to resend the packet? Well, it is going to take at least round trip latency for TCP to work out
that data needs to be resent, and another one way trip from the sender to the
receiver for the resent packet to get there. So if you have a 125ms ping, you
will be waiting roughly 1/5th of a second for the packet data to be resent at best, and in worst case conditions you could be
waiting up to half a second or more (consider what happens if the attempt to
resend the packet fails to get through?) Fun times!
Why you should never use TCP to
network a multiplayer game
The problem with using TCP for games is that unlike web
browsers, or email or most other applications, multiplayer games have a real time requirement on packet delivery. For many parts of
your game, for example player input and character positions, it really doesn’t
matter what happened a second ago, you only care about the most recent data.
Consider a very simple
example of a multiplayer game, some sort of action game like a shooter. You
want to network this in a very simple way. Every frame you send the input from
the client to the server (eg. keypresses, mouse input controller input), and
each frame the server processes the input from each player, updates the
simulation, then sends the current position of game objects back to the client
for rendering.
So in our simple multiplayer game, whenever a packet is lost,
everything has to stop and wait for
that packet to be resent. On the client game objects stop receiving updates so
they appear to be standing still, and on the server input stops getting through
from the client, so the players cannot move or shoot. When the resent packet
finally arrives, you receive this stale, out of date information that you don’t
even care about! Plus, there are packets backed up in queue waiting for the
resend which arrive at same time, so you have to process all of these packets
in one frame. Everything is clumped up!
Unfortunately, there
is nothing you can do to fix this behavior with TCP, nor would you want to, it
is just the fundamental nature of it! This is just what it takes to make the
unreliable, packet-based internet look like a reliable-ordered stream.
We don’t want a
reliable ordered stream.
We want our data to
get as quickly as possible from client to server without ever having to wait
for lost data to be resent.
This is why you never use TCP for networking a multiplayer
game.
Wait? Why can’t I use both UDP
and TCP?
For realtime game data
like player input and state, only the most recent data is relevant, but for
other types of data, say perhaps a sequence of commands sent from one machine
to another, reliability and ordering can be very important.
The temptation then is
to use UDP for player input and state, and TCP for the reliable ordered data.
If you’re sharp you’ve probably even worked out that you may have multiple “streams”
of reliable ordered commands, maybe one about level loading, and another about
AI. Perhaps you think to yourself, “Well, I’d really not want AI commands to
stall out if a packet is lost containing a level loading command – they are
completely unrelated!”. You are right, so you may be tempted to create one TCP
socket for each stream of commands.
On the surface, this seems like a great idea. The problem is
that since TCP and UDP are both built on top of IP, the underlying packets sent
by each protocol will affect each other. Exactly how they affect each other is
quite complicated and relates to how TCP performs reliability and flow control,
but fundamentally you should remember that TCP tends to induce packet loss in UDP packets. For more
information, read this paper on
the subject.
Conclusion
My recommendation then is not only that you use UDP, but that
youonly use UDP. Don’t
mix TCP and UDP, instead learn how to implement the specific pieces of TCP that
you wish to use inside your own custom
UDP based protocol.
The rest of the
articles in this series show you how to do this, from creating your own virtual
connection based protocol on top of UDP, to creating your own reliability and
flow control.