This is not due to congestion control, but because of the ordered byte stream semantics of TCP. You can't deliver a packet until the retransmission dance is done for any previous lost packets.
As an aside, these days it's worth noting that a 3G, WLAN or 4G link layer will try very hard not to drop any packets. So when you're doing UDP, watch out for those 40000 millisecond old packets that will burst to your lap once the rain cloud moves away from the cell tower or your co-worker's cocoa blings in the microwave.
We use TCP for sending real-time vessel track data to the central correlation servers, because they need to know if the connection has dropped and change their behavior accordingly. Traffic volume is low, so congestion throttling and re-tries are not a problem. The system is able to cope with reports being delayed and then coming in much later (and catching up) because reports are time-stamped and the correlator works in fuzzy 6D phase-space.
We use UDP for sending live radar data because, frankly, if you've missed one sector of data you really, really don't want to delay subsequent sectors while waiting for the data that will be irrelevant in 2 seconds anyway. The compression and encryption schemes are specially crafted to allow for lost packets while still using solid implementations of off-the-shelf algorithms where appropriate, and lovingly hand-crafted algorithms for the non-security critical aspects.
And I can't tell you what we use our locally defined reliable UDP for.
But it doesn't seem to talk about the virtues of congestion control - the primary one being it prevents the collapse of the Internet. Reacting to packet loss by just trying harder results in nothing but a network filled with doomed packets. This is not theoretical - before Van Jacobson that was the Internet.
I'm not defending the status quo nor TCP - TCP has deep problems figuring out what is really loss. and it speeds up too slowly but still doesn't manage to slow down when it should resulting in induced delay. But the mere fact that is worried about congestion (not just unreliability - one result of congestion) and sharing the channel isn't its problem.
have a look at QUIC, ledbat, Minion and the recent IETF TAPS BoF for work going on improving transport options in these areas. Its just the wrong takeaway to read that article and say "UDP is better because it doesn't have congestion control" - you need to consider CC in any reliable UDP based transport you roll too.
rfc 5405 provides some advice (http://tools.ietf.org/html/rfc5405) - its a little dated but still useful.
> Because congestion control is critical to the stable operation of the Internet, applications and upper-layer protocols that choose to use UDP as an Internet transport must employ mechanisms to prevent congestion collapse and to establish some degree of fairness with concurrent traffic.
It's a shame that the internet requires this kind of good behaviour from individual hosts, because it leaves it vulnerable to buggy or malicious nodes. But as long as it does, it's essential that users of UDP know about this.
TCP is really pretty reasonable. Fast retransmit/fast recovery lets TCP eat up small packet losses without entering congestion control. Plus everybody recently upped their intial congestion window to 10.
Also, there was an attempt to deploy ECN (explicit congestion notification) for TCP, but net equipment vendors and providers resisted deploying it. It was specced as an official standards track TCP feature in 2001.
In the virtual world platform my team wrote, we started using UDP exclusively, then moved to mixed TCP and UDP, then moved to using TCP for everything except P2P voice connections. with UDP I had always dreaded going into see a potential corporate client, and not knowing if my networking was going to make it through the firewall.
This is a good discussion of the subject. http://stackoverflow.com/questions/992069/ace-vs-boost-vs-po...
That is : One can easily rewrite a TCP-like on top of UDP.
We've been poking UDP holes in firewalls for 5 years; its the best (most frequently successful) option for enterprise by far.
Failures to communicate on the same subnet with UDP are the wellknown 'hairpin' issue, where some routers will not recognize their own outside IP address and short-circuit a packet back to another subnet inside their domain. Not a lot you can do about it, except use TURN or another UDP proxy.
One of the cute things it did was improve reliability for critical messages by preemptively sending them twice, in successive datagrams. That allowed the protocol to avoid an ack-miss-retransmit cycle for those packets, as long as it was only a single datagram that was dropped.
we're seeing it come back into vogue in TCP and modern protocols. QUIC has a FEC component and TCP Tail Loss Probe (http://www.ietf.org/proceedings/84/slides/slides-84-tcpm-14....) is a subtle variation on the theme too
the million dollar question around FEC is how correlated are different loss events which has a lot to do with how well it can work.
"Hi, I'd like to hear a TCP joke."
"Hello, would you like to hear a TCP joke?"
"Yes, I'd like to hear a TCP joke."
"OK, I'll tell you a TCP joke."
"Ok, I will hear a TCP joke."
"Are you ready to hear a TCP joke?"
"Yes, I am ready to hear a TCP joke."
"Ok, I am about to send the TCP joke. It will last 10 seconds, it has two characters, it does not have a setting, it ends with a punchline."
"Ok, I am ready to get your TCP joke that will last 10 seconds, has two characters, does not have an explicit setting, and ends with a punchline."
"I'm sorry, your connection has timed out. Hello, would you like to hear a TCP joke?"
Things that challenged us: 64K message size limit (varied slightly from linux/solaris/hpux) you can't tell if the other side is listening or got the message. multicast requires use of certain ip ranges which people seem to forget frequently.
I had the UNIX Network Programming by W. Richard Stevens tome I borrowed from my boss. Good for networking.
But the good news is, you CAN do those things yourself. And avoid the TCP lockups, slowdowns and endless retransmissions.
as an aside, its generally a mistake to use IP-Size > PMTU (commonly ~1500).. the result is IP fragmentation and IP stacks commonly have very limited resources devoted to IP reassembly (otherwise its a DoS attack) - so its very easy for your fragmented UDP message to get "lost" even when the network transport does not have an error.
When it seems to work ok its basically because your app is the only one doing it.. if it were common practice you would all fight for the same reassembly buffer space and the OS would have to start dropping things. Your application also becomes trivially dosable at low bandwidths by an attacker intentionally using up the reassembly buffer.
Also, these days with fast retransmit TCP isn't as bad as it used to be when there are network problems.
I've been using TCP for over 20 years for multi-player games, VOIP and web conferencing, and it works incredibly well. Even if you do all the legwork to get UDP working reliably (which TCP give you for free), you still have the problem of firewalls.
http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Ne...
Simple, yet robust.
I'll defend UDP.
UDP is the honey badger of the internet protocol suite.
UDP is all about the transaction. UDP is standing on a cliff yelling, "Come at me, bro", whether you're there or not.
UDP is a man's protocol doing real shit like bootstrapping your ass and slapping an IP on you. Get up, motha fucka!
UDP will talk shit to one of you or all of you. UDP ain't scared. UDP brought the fear.
UDP understands that you may be slow sometimes. So UDP will wait for your sorry ass. UDP grew up without a father, too.
UDP sends a message and couldn't give a fuck if you got it or not.
UDP got a message from you saying that you got his messages and guess what? UDP didn't even open it! Not one fuck given.
Don't try to shake UDP's hand! You crazy?
And, when UDP dies because you weren't available, UDP doesn't shed a tear. UDP is hardcore. He's going out even if he knows you ain't there. UDP is a goddam one-man slaughter house. Why?
Because UDP doesn't give a fuck.
http://downloads.bungie.net/presentations/David_Aldridge_Pro...
I mean if you want to ship a product. If your goal is to learn networking, then by all means, roll your own.
I am surprised that UDP is not used more often when the business cost of loss data is small.
The TCP fallback only consistently works well (in terms of QoE) in cases in which the TCP legs are short.
Socket servers are so 80's.
http://www.ietf.org/proceedings/87/slides/slides-87-tsvarea-...
http://www.ietf.org/mail-archive/web/tcmtf/current/maillist....
For example, the multiplayer version of asteroids in this article uses TCP sockets:
http://www.wildbunny.co.uk/blog/2012/11/20/how-to-make-a-mul...
Cheers, Paul.
Where a lost packet did not matter, there would still be a new player position packet a half a second later.
Then for chat and score and stuff like that tcp was used.
If you have cool transit providers, you can have them place upstream filters to block UDP. That might be a pipedream though, I don't know of any large providers who will do that for you these days.