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Assorted Rants Tagged ‘TCP’, page 2:

Part VIIa: Security (TLS/SSL) of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

Quote: “Design of secure protocols is a thing which even security professionals have lots of problems with.”
Another Quote: “In the security field, if you can disable something unused – you SHOULD do it”
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Part VI: TCP of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

Quote: “In addition, if TCP_NODELAY is set, it MIGHT help to mitigate consequences of exponential backoff algorithm in case of lost packets.”
Another Quote: “All of us are seeing ‘hung’ HTTP connections on a regular basis – that is, when we’ve clicked a link, and the page loading is stuck forever.”
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Part IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines

Quote: ““Why bother with UDP at all? The answer is simple: there is a price tag attached to the TCP goodies.”
Another Quote: ““Implementing your own reliable-delivery protocol over UDP is extremely complicated, time-consuming, and error-prone.”
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