Well the game I play basically every bullet is a packet and there is constantly lots of bullets going off....<br><br>So what type of modes are supported then?<br><br>Do channels actually have a sequenced flag?<br><br>If not I really don't see what adding a "sequenced" flag to a single packet in a stream or more would do???<br>
<br><div class="gmail_quote">On Tue, Dec 16, 2008 at 12:50 PM, Lee Salzman <span dir="ltr"><<a href="mailto:lsalzman1@cox.net">lsalzman1@cox.net</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
There is no support for reliable unsequenced at the moment.<br>
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Packets with no flags are unreliable, but sequenced.<br>
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I don't think I'd fret about things like gunfire needing unsequenced. They are really not sent frequently enough for it to matter that I've ever seen in practice in all my years of making FPS games. Position data is really the big thing handle latency-wise.<br>
<br>
Lee<br>
<br>
Daniel Aquino wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><div><div></div><div class="Wj3C7c">
Is there any support for a reliable unsequenced channel?<br>
<br>
My idea is to have a channel in which you can send packets that do not get blocked by other packets.<br>
<br>
For instance if I send a packet about a missile being shot then nothing should block that packet from being delivered to the application instantly....<br>
<br>
I really don't want to have to create numerous channels for every single type of packet as to reduce the chance of blocking other packets....<br>
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Also is it true that by default a packet is unreliable and sequenced?<br>
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My best ideas on what each type of transfer mode is best used for:<br>
<br>
unreliable sequenced: Player position updates, voice packets etc...<br>
<br>
unreliable unsequenced: Keep Alives, pings ???<br>
<br>
reliable sequence: data transfer<br>
<br>
reliable unsequenced: independant packets, weapon fire, drop mines<br>
<br>
Just trying to get my head around this...<br>
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</blockquote>
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