diff --git a/src/data/roadmaps/server-side-game-developer/content/max-segment-size@w6ysmcsBn9jJ8xMvg7hcD.md b/src/data/roadmaps/server-side-game-developer/content/max-segment-size@w6ysmcsBn9jJ8xMvg7hcD.md index d938409cd..bb8c3b8ec 100644 --- a/src/data/roadmaps/server-side-game-developer/content/max-segment-size@w6ysmcsBn9jJ8xMvg7hcD.md +++ b/src/data/roadmaps/server-side-game-developer/content/max-segment-size@w6ysmcsBn9jJ8xMvg7hcD.md @@ -1 +1,18 @@ -# Max Segment Size \ No newline at end of file +# Max Segment Size (MSS) + +**Max Segment Size (MSS)** is a crucial concept in `TCP` networking, representing the largest +amount of data that can be sent in a single `TCP` segment, excluding the `TCP` header. `MSS` is +vital for optimizing performance in server-side game development, as it helps to avoid +fragmentation and ensures that data is transmitted efficiently over the network. By adjusting +the `MSS`, game servers can minimize packet fragmentation, which can lead to increased latency +and reduced throughput. Typically, `MSS` is determined during the `TCP` handshake based on the +maximum transmission unit (MTU) of the network, and it can be configured to suit the needs of +specific applications or networks. Optimizing `MSS` can improve the overall reliability and +performance of data transfers, especially in multiplayer games where real-time communication +and high throughput are essential. + +Resources: + +- [@article@RFC 879 - Maximum Segment Size](https://tools.ietf.org/html/rfc879) +- [@article@What is MSS (maximum segment size)?](https://www.cloudflare.com/learning/network-layer/what-is-mss/) +- [@documentation@TCP Maximum Segment Size tuning](https://www.ibm.com/docs/en/aix/7.2?topic=tuning-tcp-maximum-segment-size) \ No newline at end of file