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User Datagram Protocol

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User Datagram Protocol UDP UDP Remember, UDP is the opposite of TCP Not reliable; data may be dropped No guarantee of in-order delivery Duplicate data is ... – PowerPoint PPT presentation

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Title: User Datagram Protocol


1
User Datagram Protocol
  • UDP

2
UDP
  • Remember, UDP is the opposite of TCP
  •  Not reliable data may be dropped
  • No guarantee of in-order delivery
  • Duplicate data is possible
  • No built-in rate limiting

3
UDP
  • Why accept these limitations?
  • What happens if the network drops some data being
    sent in TCP?
  • The receipt of data on the other application
    stops until a time-out expires and the data is
    resent and received
  • If we are sending continuous updates, this means
    all data stops until the dropped data is resent
    and received
  • UDP is usually lower latency than TCP, and has
    less jitter

4
UDP
  • But what if we are sending position updates every
    1/30th of a second (frame rate?)
  • If one update gets dropped, another one is on the
    way. Whats more, well get the new faster than
    if we go through a timeout-resend cycle
  • What about duplicates and out-of-order? How can
    you handle that?

5
Sequence Numbers
  • You can easily include a monotonically increasing
    sequence number in your data
  • If you get a sequence number equal to or before
    your last-received sequence number, throw the
    packet away

6
Stream vs. Packets
  • TCP sockets are stream-oriented. You read or sent
    a stream of bytes, like reading or writing from a
    file. (InputStream, OutputStream)
  • UDP is packet-oriented. You compose discrete
    packets or messages, then send them. (An array of
    bytes, usually)
  • UDP packets can be big (up to 64K), but you
    should keep them below 1500 bytes, better 512
    bytes, for performance reasons. This is usually
    easy to do.

7
Message Contents
  • In TCP it was best to use (or start with the
    assumption of using) text, because it was
    universal and easy to debug. But with numeric
    data we often have to translate from text to
    binary
  • In UDP we are often dealing with data that is low
    latency and numeric. Position updates, streaming
    audio, streaming video, etc.
  • It usually makes sense to use binary data for
    this, but this choice introduces all sorts of
    problems

8
Message Contents
  • Binary float and double value formats vary from
    CPU to CPU and operating system to operating
    system
  • The good news is that what a float or double
    is is sort of standardized
  • The bad news is that byte order is not
  • Different CPUs may arrange the bytes in a float
    in different ways

9
Byte Order
  • From least to most significant bit (integers)
  • 1 2 3 4
  • The same number may be represnted as
  • 4 3 2 1
  • On a different CPU
  • This is called endian, as in big endian or
    little endian, a hangover from the elder days of
    computing

10
Byte Order
  • Luckily, in Java these issues are taken care of
    for you so long as you stick to the standard
    input and output streams
  • If you work with C or other languages, this is
    not necessarily taken care of for you, and you
    need to be alert to the implications
  • But as long as its java on both ends, you will
    be OK, and even if its not Java it may work by
    accident
  • In general, Intel CPUs use the opposite of the
    standard network byte order

11
Protocols
  • How should we arrange the data? With text, we
    could simply put it in some easily parsed text
    format that we could also read
  • With binary, we need prior knowledge of how the
    data is laid out, so we can read it correctly. If
    the data isnt read in the same format as it was
    written, youll get garbage

12
Java Binary Data
  • ByteArrayOutputStream baos new
    ByteArrayOutputStream()
  • DataOutputStream dos new DataOutputStream(baos)
  • dos.writeFloat(17.0f)
  • dos.writeFloat(23.0f)
  • byte buffer Baos.toByteArray()

13
Java Binary Data
  • The data is now in an array of bytes. This is
    cross-platform, as long as the receiving side
    knows the byte order

Floating Point Value 1
Floating Point Value 2
14
Binary Data
  • Reading is straightforward
  • ByteArrayInputStream bais new
    ByteArrayInputStream(buffer)
  • DataInputStream dis new DataInputStream(bais)
  • float x dis.readFloat()

15
Reading Data
  • What happens if you read an integer from the data
    input stream instead of a float? A double instead
    of a float?
  • This means that you need prior knowledge of what
    format the data is in so you dont get garbage
    out
  • It is a very good idea to have a protocol version
    number in the first slot of the binary data
  • Usually a good idea to have a sequence number as
    well

16
UDP Sockets
  • You create UDP (or datagram) sockets in one
    line. These are unconnected. With TCP, we had a
    stream connection to another host. With UDP its
    like an open mailbox that anyone can drop
    messages into
  • DatagramSocket socket new DatagramSocket(4545)
  • Note no other IP, just the UDP port number (which
    is distinct from the TCP port number)

17
Datagram Packets
  • The discrete messages being created are
    DatagramPackets. These contain an address (the
    port and IP of the machine they are being sent
    to) and a payload. The payload is our binary data
  • byte buffer // fill out contents here
  • DatagramPacket packet new DatagramPacket(buffer,
    buffer.length, ipAddress, port)
  • socket.send(packet)

18
Vs TCP
  • UDP is packet-oriented, TCP is stream-oriented
  • UDP is unreliable
  • UDP is not TCP! A common rookie mistake is to say
    I want to use UDP, but I also want it to be
    reliable. You then wind up creating a complex
    protocol that re-invents TCP. Embrace the
    limitations of UDP
  • There can be some situations where you add
    TCP-like capabilities to UDP, but you probably
    shouldnt start off that way

19
Rate Limiting
  • TCP automatically throttles back the sender if it
    is overwhelming the receiver. Not so for UDP
  • Due to the nature of the software, even if the
    sender and receiver have the same CPU speed, the
    sender will at full rate overwhelm the receiver.
    This means you need to be careful that you dont
    denial of service your own software, which is the
    default behavior unless you take steps to prevent
    it

20
Rate Limiting
Packets received at high rates fall off a cliff
Rec/sec
Packets Sent/sec
21
Data Loss
  • How do you handle losses of position updates?
  • How about streaming audio data?
  • One solution is to include redundant data or
    hamming codes in multiple packets. If one packet
    gets lost you can recover the data from other
    packets

22
Assignment
  • Write an application that sends, in binary
    format, an entity identifier and position
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