The Receiver continually hints the sender on how much data can be received (controlled by the sliding window).
Given that there is a tls logger, I would expect these to also exi. But Im wondering why there is no built-in logger option to stream the logs to a tcp or udp socket. With TCP, its slightly slower than UDP and has more features: Generally, it happens that something is preventing a connection to the port or hostname. Im just getting started on osquery and so far Im really enjoying it. its more commonly used for things like streaming media, where you do not wish to have data last/ It's not major inconvenience, for that high quality connection I can relaunch the game every time I need access to any of those features, but figured there's nothing wrong with striving for perfection.This protocol is the most commonly used, the reason for this is its reliability on packet delivery, as each packet is guaranteed to arrive at its destination. The HTTP protocol is a generic protocol which can be used to communicate over TCP, UDP, and some other protocols. The latter two repeatedly with different IP addresses. TCP is the original protocol, while UDP is a more modern protocol. In comparison, UDP is unreliable, it does not provide guaranteed delivery and a. TCP will also check packets for errors and track packets so that data is not lost or corrupted. If data is lost in transit it will recover the data and resend it. While both protocols do the same job, they go about it in very different ways. Data sent using a TCP protocol is guaranteed to be delivered to the receiver. Both TCP and UDP are built on top of the Internet Protocol (IP), and both send bits of data, known as packets, to and from IP addresses. 110 ms Schwankungen beim Ping in Bereichen von 10-20 Punkten sind normal (es ist nun einmal ein Netzwerk mit ca. TCP Transmission Control Protocol and UDP User Datagram Protocol. ** MUDEC_00038**: TCP relay from the client (10.254.227.193:55966) to the backend ((null):(null)) failed. ates video freezes by identifying, prioritizing, and accelerating the critical network traffic you need to enjoy your ga Ping zu den EU-Servern: ca. Using FastConnect through UDP it's silky smooth, responsive and stable, everything you would ever want from connection to a game. It beats WTFast, Pingzapper and any other similar service I've tried in the past. There's no such problem when turning off FastConnect mode, but quality of connection noticeably suffers with random spikes of delay and stutters (over both TCP and UDP). When using FastConnect mode, after a short time few in-game features become unavailable: Currency Exchange, Daily Dash, Hongmoon Store and changing currently logged in character. The first 3 do not even attempt to work, no error, no blank window popping up. Changing character results in loading screen stuck at 0%.