Re: [whatwg] WebSockets: UDP

2010-06-04 Thread James May
Couldn't SCTP/DCCP (or a variant) over UDP (for NAT compatibility) work? They seem both seem to be session oriented while loosening the other restrictions of TCP, On 4 June 2010 00:18, Philip Taylor excors+wha...@gmail.comexcors%2bwha...@gmail.com wrote: On Thu, Jun 3, 2010 at 7:28 AM, Erik

Re: [whatwg] WebSockets: UDP

2010-06-04 Thread James Salsman
On Fri, Jun 4, 2010 at 4:19 AM, James May wha...@fowlsmurf.net wrote: Couldn't SCTP/DCCP (or a variant) over UDP (for NAT compatibility) work? No, DCCP is much newer than most NAT hardware in operation. When a client user agent is sending UDP, client-initiated TCP streams such as HTTP or HTTPS

Re: [whatwg] WebSockets: UDP

2010-06-03 Thread Erik Möller
On Wed, 02 Jun 2010 19:48:05 +0200, Philip Taylor excors+wha...@gmail.com wrote: I'm glad the discussion on this has taken off a bit. I've spoken to a few more game devs and even though it's still relatively few there's a slight majority that prefer the interface to be at the

Re: [whatwg] WebSockets: UDP

2010-06-03 Thread Philip Taylor
On Thu, Jun 3, 2010 at 7:28 AM, Erik Möller emol...@opera.com wrote: [...] One thing to remember here is that browsers have other means for communication as well. I'm not saying we shouldn't support reliable messages over UDP, but just pointing out the option. Yep - the relevant use cases

Re: [whatwg] WebSockets: UDP

2010-06-02 Thread Erik Möller
On Wed, 02 Jun 2010 00:34:17 +0200, James Salsman jsals...@gmail.com wrote: Nothing about UDP is reliable, you just send packets and hope they get there. -Automatic keep-alives You mean on the incoming-to-client TCP channel in the opposite direction from the UDP traffic? -Reliable

Re: [whatwg] WebSockets: UDP

2010-06-02 Thread Ben Garney
On Tue, Jun 1, 2010 at 11:34 PM, Erik Möller emol...@opera.com wrote: No it can't be UDP, it'll have to be something layered on top of UDP. One of the game guys I spoke to last night said Honestly, I wish we just had real sockets. It always seems like web coding comes down to reinventing a

Re: [whatwg] WebSockets: UDP

2010-06-02 Thread Philip Taylor
On Tue, Jun 1, 2010 at 9:02 PM, Erik Möller emol...@opera.com wrote: On Tue, 01 Jun 2010 21:14:33 +0200, Philip Taylor excors+wha...@gmail.com wrote: More feedback is certainly good, though I think the libraries I mentioned (DirectPlay/OpenTNL/RakNet/ENet (there's probably more)) are useful

Re: [whatwg] WebSockets: UDP

2010-06-02 Thread Ben Garney
On Wed, Jun 2, 2010 at 10:48 AM, Philip Taylor excors+wha...@gmail.comexcors%2bwha...@gmail.com wrote: I'm trying to think of them mainly as indirect examples of use cases, rather than as direct examples of interfaces. Under the assumption This is a very valid approach. (Note that most

[whatwg] WebSockets: UDP

2010-06-01 Thread Erik Möller
The use case I'd like to address in this post is Real-time client/server games. The majority of the on-line games of today use a client/server model over UDP and we should try to give game developers the tools they require to create browser based games. For many simpler games a TCP based

Re: [whatwg] WebSockets: UDP

2010-06-01 Thread Kornel Lesinski
On 1 Jun 2010, at 11:12, Erik Möller wrote: The use case I'd like to address in this post is Real-time client/server games. The majority of the on-line games of today use a client/server model over UDP and we should try to give game developers the tools they require to create browser

Re: [whatwg] WebSockets: UDP

2010-06-01 Thread Philip Taylor
On Tue, Jun 1, 2010 at 11:12 AM, Erik Möller emol...@opera.com wrote: The use case I'd like to address in this post is Real-time client/server games. The majority of the on-line games of today use a client/server model over UDP and we should try to give game developers the tools they require

Re: [whatwg] WebSockets: UDP

2010-06-01 Thread Erik Möller
On Tue, 01 Jun 2010 13:34:51 +0200, Philip Taylor excors+wha...@gmail.com wrote: On Tue, Jun 1, 2010 at 11:12 AM, Erik Möller emol...@opera.com wrote: The use case I'd like to address in this post is Real-time client/server games. The majority of the on-line games of today use a

Re: [whatwg] WebSockets: UDP

2010-06-01 Thread Mike Belshe
On Tue, Jun 1, 2010 at 4:24 AM, Kornel Lesinski kor...@geekhood.net wrote: On 1 Jun 2010, at 11:12, Erik Möller wrote: The use case I'd like to address in this post is Real-time client/server games. The majority of the on-line games of today use a client/server model over UDP and we

Re: [whatwg] WebSockets: UDP

2010-06-01 Thread John Tamplin
On Tue, Jun 1, 2010 at 11:34 AM, Mike Belshe m...@belshe.com wrote: FYI: SCTP is effectively non-deployable on the internet today due to NAT. +1 on finding ways to enable UDP. It's a key missing component to the web platform. But there is so much infrastructure that would have to be

Re: [whatwg] WebSockets: UDP

2010-06-01 Thread Mike Belshe
On Tue, Jun 1, 2010 at 8:52 AM, John Tamplin j...@google.com wrote: On Tue, Jun 1, 2010 at 11:34 AM, Mike Belshe m...@belshe.com wrote: FYI: SCTP is effectively non-deployable on the internet today due to NAT. +1 on finding ways to enable UDP. It's a key missing component to the web

Re: [whatwg] WebSockets: UDP

2010-06-01 Thread Erik Möller
On Tue, 01 Jun 2010 18:45:51 +0200, Mike Belshe m...@belshe.com wrote: On Tue, Jun 1, 2010 at 8:52 AM, John Tamplin j...@google.com wrote: On Tue, Jun 1, 2010 at 11:34 AM, Mike Belshe m...@belshe.com wrote: FYI: SCTP is effectively non-deployable on the internet today due to NAT. +1 on

Re: [whatwg] WebSockets: UDP

2010-06-01 Thread Philip Taylor
On Tue, Jun 1, 2010 at 2:00 PM, Erik Möller emol...@opera.com wrote: [...] I've never heard any gamedevs complain how poorly UDP matches their needs so I'm not so sure about that, but you may be right it would be better to have a higher level abstraction. If we are indeed targeting the game

Re: [whatwg] WebSockets: UDP

2010-06-01 Thread Erik Möller
On Tue, 01 Jun 2010 21:14:33 +0200, Philip Taylor excors+wha...@gmail.com wrote: More feedback is certainly good, though I think the libraries I mentioned (DirectPlay/OpenTNL/RakNet/ENet (there's probably more)) are useful as an indicator of common real needs (as opposed to edge-case or

Re: [whatwg] WebSockets: UDP

2010-06-01 Thread James Salsman
I agree UDP sockets are a legitimate, useful option, with applications far beyond games. In most cases TCP is fine, but adaptive bit-rate vocoders, for example, can use packet loss as an adaptation parameter, and chose only to retransmit some of the more essential packets in cases of congestion.