I have the requirement of receiving a stream of UDP packets at a fixed rate of 1000 packets per second. They are composed of 28 bytes of payload, where the first four bytes (Uint32) are the packet sequence number. The sender is an embedded device on the same local network, and addresses and ports are mutually known. I am not expected to receive every packet, but the host should be designed so that it doesn't add to the intrinsic UDP protocol limitations.
I have only limited previous experience with UDP and Sockets in general (just casual streaming from sensor app on android phone to PC, for a small demo project).
I am not sure what is the most sensible way to receive all the packets at a fast rate. I imagine some sort of loop, or else some sort of self-retriggering receive operation. I have studied the difference between synchronous and asynchronous receives, and also the Task-based Asynchronous Pattern (TAP), but I don't feel very confident yet. It looks like a simple task, but its understanding is still complicated to me.
So the questions are:
Is
UdpClient
class suitable to a scenario like this, or am I better off going with theSocket
class? (or another one, by the way)Should I use synchronous or asynchronous receiving? If I use synchronous, I am afraid of losing packets, and if I use asynchronous, how should I clock/throttle the receive operations so that I don't start them at a rate that's too large?
I thought about a tight loop testing for
UdpClient.Available()
like below. Would it be a good design choice?
while (running)
{
if (udpSocket.Available() > 0)
{
// do something (what?)
}
}