Backstory: I'm taking a class that is about the internet, it's history, it's protocols, and the social and security ramifications of both. We started talking about TCP vs UDP and why each is used, when the teacher brought up something that made me wonder...
Why does AH2 use TCP? Wouldn't the packet retransmit abilities of this protocol cause warping when a packet was lost? The way the internet works now, it seems that when you send the packets from the client to the server, they will inevitably get hung up in the buffer (particularly with how congested companies like Comcast are). If one gets lost, and the TCP protocol requests a retransmit, you'd get an out-of-sequence packet, that could potentially make the plane warp backwards then back to it's current location since the server is waiting for the client's retransmitted packet to arrive.
I'm not assuming that I know the netcode of the game, but it just seems that just using UDP and ignoring packet retransmit could keep the large-distance warping issue, that happens occasionally, from occurring. I know that a lot of FPS' use the UDP protocol for this same reason.
I guess basically I'm wondering if anyone could shed light as to why this game would use TCP over UDP.
