I have a two processes - a client sending player input data to the server, via TCP.
Right now, it's sending 60 input updates per second. The first update arrives promptly in my test system, where both processes are in the same machine. They print "frame 1" at the same time.
Over time though, the client is at frame 120, and ostensibly sending frame 120, but the server is only just receiving frame 60. The gap goes wider and wider as time goes.
The packets themselves are quite small - 100 bytes per update. This doesn't seem like a big amount?
Is there something built into TCP that is causing this slowdown? I adapted my webserver TCP code to use for game development, and would rather not have to implement UDP..