How to send information fast like many games do? - c#

I'm thinking like the methods games like Counter Sstrike, WoW etc uses. In CS you often have just like 50 ping, is there any way to send information to an online MySQL database at that speed?
Currently I'm using an online PHP script which my program requests, but this is really slow, because the program first has to send headers and post-information to it, and then retrieve the result as an ordinary webpage.
There really have to be any easier, faster way of doing this? I've heard about TCP/IP, is this what I should use here? Is it possible for it to connect to the database in a faster way than indirectly via the PHP script?

TCP/IP is made up of three protocols:
TCP
UDP
ICMP
ICMP is what you are using when you ping another computer on a network.
Games, like CounterStrike, don't care about what you previously did. So there's no requirement for completeness, to be able to reconstruct what you did (which is why competitors have to tape what they are doing). This is what UDP is used for - there's no guarantee that data is delivered or received. Which is why lag can be such a problem - you're already dead, you just didn't know it.
TCP guarantees that data is sent and received. Slower than UDP.
There are numerous things to be aware of to have a fast connection - less hops, etc.

Client-to-server for latency-critical stuff? Use non-blocking UDP.
For reliable stuff that can be a little slower, if you use TCP make sure you do so in a non-blocking fashion (select(), non-blocking send, etc.).
The big reason to use UDP is if you have time-sensitive data - if the position of a critter gets dropped, you're better off ignoring it and sending the next position packet rather than re-sending the last one.
And I don't think any high-performance game has each and every call resolve to a call to the database. It's more common to (if a database is even used) persist data occasionally, or at important events.
You're not going to implement Counterstrike or anything similar on top of http.

Most games like the ones you cite use UDP for this (one of the TCP/IP suite of protocols.) UDP is chosen over TCP for this application since it's lighter weight allowing for better performance and TCP's reliability features aren't necessary.
Keep in mind though, those games have standalone clients and servers usually written in C or C++. If your application is browser-based and you're trying to do this over HTTP then use a long-lived connection and strip back the headers as much as possible, including cookies. The Tornado framework may be of interest to you there. You may also want to look into HTML5 WebSockets however widespread support is still a fair way off.
If you are targeting a browser-based plugin like Flash, Java, SilverLight then you may be able to use UDP but I don't know enough about those platforms to confirm.
Edit:
Also worth mentioning: once your networking code and protocol is sufficiently optimized there are still things you can do to improve the experience for players with high pings.

Related

Sockets packet forwarding

I'm looking to create some kind of a gateway that sits between a server and a client.
The so called gateway is supposed to filter some packets sent by the client and forward 99% of them.
Here are my questions:
Client opens a new socket to the gateway, i open a socket to the server from the gateway and store it in a list for further use. However, in one situation, all the connections will come from the same IP, thus leaving me with limited options on choosing the socket that should forward the packet to the server. How can i differentiate between opened sockets?
From previous situations, i'm expecting about 500 clients sending a packet every second. Performance wise, should i use a multithread model, or stick with a single thread application?
Still a performance question :I have to choose between C# and Python. Which one should give better performance?
Socket addresses are a host and port, not just a host. And different connections from the same host will always have different ports. (I'm assuming TCP, not UDP, here.)
Or, even more simply, you can just compare the file descriptors (or, in Python, the socket objects themselves) instead of their peer addresses.
Meanwhile, for performance, on most platforms, 500 is nearing the limits of what you can do with threads, but not yet over the limits, so you could do it that way. But I think you'll be better off with a single-threaded reactor or a proactor with a small thread pool. Especially if you can use a preexisting framework like twisted or gevents to do the hard part for you.
As for the language, for just forwarding or filtering packets, the performance of your socket multiplexing will be all that matters, so there's no problem using Python. Pick a framework you like from either language, and use that language.
Some last side comments: you do realize that TCP packets aren't going to match up with messages in your higher level protocol(s), right? Also, this whole thing would probably be a lot easier to do, and more efficient, with a Linux or BSD box set up as a router so you don't have to write anything but the filters.

C# server sends UDP packets to a Java Client

im working on a project where i should transfer data from a c# server to an Java client (running on android device).
i need to use UDP protocol for a real time data and to maintain performance.
searching the web. didnt find any similar example and i really dont know where to start.
can you please suggest if this can be done ?
Thanks in advance.
Yes, it can be done. That's one of the beautiful things about the Internet protocols: support for standard sockets is so widespread and common that disparate devices running vastly different CPU architectures and software environments can interoperate with nearly no trouble.
Please make sure that UDP is really the best tool for the job. Do you need reliable delivery? Do you need in-order delivery? How much packetloss can you tolerate? How much packet re-ordering can you tolerate? Will your application handle 540 byte packets as gracefully as it will handle 1500 byte packets? Does your application need to protect against man in the middle attacks? How?
TCP is an incredible protocol. Many attempts to use UDP "for speed" wind up re-implementing many of the things that TCP provides for you already -- but most re-implementations are not done nearly as well as the real thing. Please don't be so quick to dismiss TCP.
To get started, just about any network tutorial for Java and C# should include something like a chat or echo server, the network programming equivalent of "Hello World". And that'd be good enough for a simple environment. If you intend for your server to handle dozens of clients simultaneously, it'll be more work, and if you intend for your server to scale into the hundreds or thousands, it'll be a different style of programming altogether.
Have you tried reading this:
http://nickstips.wordpress.com/2010/09/03/c-creating-and-sending-udp-packets/
The client is irrelevant, it can be Java, C++, or any other language/platform. Doesn't matter.
The protocol is still the same.
Hope this helps.
Try the Oracle Documentation as a starting point with UDPs, there you can find an example which i in java but as mentioned the idea of the protocols is to support a language independent communication.

handling multiple clients c#

I am working on a project where i need to connect with multiple clients and every client is streaming live screen capturing to server. Server show that.
What would be the best approach for that.
Thank You
You can use WCF in streaming mode for the video, but I doubt it is a good solution.
I think that going for pure sockets is better, to get the performance required. Showing a live video stream is also not really a limited operation (which is what WCF is built for), but rather something ongoing.
My suggestiion is to:
Use a pure TCP socket for the video stream for a start.
If that gives problems, you can switch to UDP. It is better to skip over any lost packages for live video, but with UDP you have to track package ordering etc. yourself.
If you need control operations, use a separate WCF service for that.

Does Localhost perform better on windows?

I have a .NET 3.5 server application that usually has about 8 clients. I'm using System.Net.Sockets for all the networking.
I've been told that if a client is running on the same box, it should use localhost:<port> or 127.0.0.1:<port> instead of the machine's ip or name for better performance. Several people at work have said that this skips some layers of the tcp stack.
But I'm not able to see any performance difference at all in testing (timing how long it takes to get a ping packet from server to client using System.Diagnostics.Stopwatch).
Should there really be better performance in theory?
No, performance is same in both cases. If you are using your local device ip address, your operating system kernel don't transport your packets data to your network device and this data don't be was sended anywhere then you don't have any ISO layers calculations (encapsulation, decapsulation etc).
I belive the OS will see this is a local device and you treat it like it was 127.0.0.1. So in fact both will have the same effect.
I suppose it's possible that there will be an extremely tiny performance boost in using 127.0.0.1 (though I doubt it), but with 8 clients you'll never notice it. That performance difference would have to be aggregate over A LOT of traffic to become at all noticeable.
The larger concern would be which value is better from a maintenance perspective. If the application is always looking at localhost for external dependencies, it won't do well if run on another host. But if it's looking for a more universally understood address for those dependencies, it'll find them from anywhere on the network.

Multi-threaded network UDP server library for .net

Is there something like twisted (python) or eventmachine (ruby) in .net land?
Do I even need this abstraction? I am listening to a single IO device that will be sending me events for three or four analog sensors attached to it. What are the risks of simply using a looped UdpClient? I can't miss any events, but will the ip stack handle the queuing of messages for me? Does all of this depend on how much work the thread tries to do once I receive a message?
What I'm looking for in an abstraction is to remove the complication of threading and synchronization from the problem.
I think you are making it too complicated.
Just have 1 UDP socket open, and set an async callback on it. For every incoming packet put it in a queue, and set the callback again. Thats it.
make sure that when queuing and dequeueing you set a lock on the queue.
it's as simple as that and performance will be great.
R
I would recommend ICE it's a communication engine that will abstract threading and communication to you (documentation is kind of exhaustive).
Problem is that with Udp you are automatically assuming the risk of lost packets. I've read the documentation on ICE (as Steve suggested), and it is very exhaustive. It appears that ICE will work for Udp, however, it appears that Tcp is preferred by the developers. I gather from the ICE documentation that it does not provide any intensive mechanisms to ensure reliable Udp communications.
It is actually very easy to set up an asynchronous Udp client or server. Your real work comes in checking for complete packets and buffering. The asynchronous implementations should keep you from managing threads.
It sounds like you are looking for reliable multicast -You could try RMF , it will do the reliability and deliver the messages using asyc callbacks from the incoming message queue. IBM also does WebSphere which has a UDP component. EmCaster is also an option - however development seems to have stopped back in 2008.
If you aren't going to be transmitting these packets (or events) to other machines you might just want to use something simple like memory mapped files or other forms of IPC.

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