Valve to open source 'GameNetworkingSockets' for developers, Steam not required
gamingonlinux.com
gamingonlinux.com
> Connection-oriented protocol (like TCP) -- yup
> ... but message-oriented instead of stream-oriented. -- yup
> Mix of reliable and unreliable messages -- yup
> Messages can be larger than underlying MTU, the protocol performs fragmentation and reassembly, and retransmission for reliable -- yup
> Bandwidth estimation based on TFP-friendly rate control (RFC 5348) -- I don't think so?
> Encryption. -- yup
> Tools for simulating loss and detailed stats measurement -- you can use linux's netem on containers to simulate loss; not but you have to collect your own stats.You either have to use a subset of Google's blessed languages (C/++ or Java according to a quick search I did today) for the backend, or you're stuck in serverless land. Building the native library requires a 10GB download and many steps. Implementing WebRTC is no small effort and not appropriate for quick weekend experiments.
It's fantastic tech, but there is a serious lack of library support.
https://assetstore.unity.com/packages/tools/network/webrtc-n...
But I agree, the options for implementing WebRTC outside of the browser are still very limited and/or painful at the moment. Having options also helps de-risk what is a rather core feature of games/apps that need it, so this is really cool of Valve!
We run into this problem all the time. HN really needs some markup for quotes.
Italics work fine.
It's also clear that people expect some kind of markup, which is why they often mistake fixed-width markup for quote markup.
If you're sure it actually matters you can turn off the italics around the portion that was originally italicized, which isn't typographically correct but it gets the point across. Italics are the happy medium between something perfect which hasn't been implemented (or described) yet and the visual diarrhea people sometimes post.
My entire point is that people choose code formatting as a workaround, and that isn't viable. We really ought to fix the problem, rather than complain every time someone uses the wrong workaround. The latter isn't a scalable or effective solution.
HN has a wonderfully succinct amount of markup, but it's really lacking in this one particular area.
SCTP does have (TCP friendly) congestion control
Unfortunately, I expect that this reference implementation will be a pile of C++, but hopefully the protocol itself will be sufficiently-well-documented to permit implementation in other languages.