I have a requirement to create a UDP file transfer system. I know TCP is guaranteed and much more reliable, but I need to transfer huge files between locations and I think the speed advantage in this project outweighs the benefits using TCP. I’m just starting this project, but would like some guidance if anyone has done this before. I will be writing both sides (client and server) so I don’t need to worry about feature limitations in other products.
In a nutshell I need to:
I’m starting this journey using UdpClient and would like to write this app in C#. Any words of wisdom (other than to use TCP)?
It’s been done with huge success. We used to use RocketStream.com, but they sold their product to another company for internal use only. We typically get speeds that are 30X faster than FTP or raw TCP byte transfers.
UDP, which stands for User Datagram Protocol, is a method used to transfer large files across the Internet. TCP, or Transmission Control Protocol, is the more widely known and used protocol for file transmission, however, falls short in comparison when it comes to transferring large files at fast speeds.
“Reliable data transfer using UDP” implements a file transfer mechanism to send a big data file from the server to the client as a response to a client request. As UDP is an unreliable protocol, the reliability is added to the transfer process either by alternating bit or selective repeat protocol.
FTP is a TCP based service exclusively. There is no UDP component to FTP. FTP is an unusual service in that it utilizes two ports, a 'data' port and a 'command' port (also known as the control port).
Currently, there are six main UDP file transfer tools available as open source. Tsunami UDP Protocol: Uses TCP control and UDP data for transfer over high speed long distance networks. It was designed specifically to offer more throughput than possible with TCP over the same networks.
in regards to
Configurable datagram size – I think some firewalls complain if they get too big?
one datagram could be up to 65,536 bytes. cosidering all the ip header information you'll end up with 65,507 bytes for payload. but you have to consider how all devices are configured along you network path. typically most devices have set an MTU-size of 1500 bytes so this will be typically your limit "on the internet". if you set up a dedicated network between your locations you can increase your MTU an all devices.
further in regards to
Create some kind of packet numbering system for errors, retransmitions and assembling files by chunk on server (yes, all the stuff we get from TCP for free :-)
i think the best thing in your case would be to implement a application level protocol. like
32 byte sequence number 8 byte crc32 checksum (correct me on the bytesize) any bytes left can be used for data
hope this gives you some bit of a direction
::edit::
from experience i can tell you UDP is about 10-15% faster than TCP on dedicated and UDP-tuned networks.
I'm not convinced the speed gain will be tremendous, but an interesting experiment. Such a protocol will look and behave more like one of the traditional modem based protocols, and probably ZModem is one of the better examples to get some inspiration from (implements an ack window, adaptive block size, etc).
There are already some people who tried this, check out this site.
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