T
ThunderMusic
Hi,
I'm trying to use a UDP socket between two (or many more) applications
(actually, the same app, but on different machines). For the vast majority
of the messages, it's perfect because it transfers between 10 to 50 bytes.
The protential problem arises when two of these messages can contain
litterally MBs of data... I haven't had the problem yet and haven't been
able to test(achieve what I state next) it, but I'm asking myself the
following question.
Considering I'm using multicast on a local network, would it be possible if
two or more nodes were sending such stuff on the network at the same time
that I would receive their packets in an undetermined order and even receive
the buffer with parcket 1 from A, packet 1 from B, packet 2 from A... and so
on? if it is possible, is there a built-in mecanism to avoid that or will I
have to segment my packets by myself? I would like to avoid TCP at any cost
because there could be 20 to 30 servers talking to each others and multicast
is extremely important to avoid desynchronisation.
Thanks
ThunderMusic
I'm trying to use a UDP socket between two (or many more) applications
(actually, the same app, but on different machines). For the vast majority
of the messages, it's perfect because it transfers between 10 to 50 bytes.
The protential problem arises when two of these messages can contain
litterally MBs of data... I haven't had the problem yet and haven't been
able to test(achieve what I state next) it, but I'm asking myself the
following question.
Considering I'm using multicast on a local network, would it be possible if
two or more nodes were sending such stuff on the network at the same time
that I would receive their packets in an undetermined order and even receive
the buffer with parcket 1 from A, packet 1 from B, packet 2 from A... and so
on? if it is possible, is there a built-in mecanism to avoid that or will I
have to segment my packets by myself? I would like to avoid TCP at any cost
because there could be 20 to 30 servers talking to each others and multicast
is extremely important to avoid desynchronisation.
Thanks
ThunderMusic