Does anyone happen to know the sending rate and reliability of user messages?
I'm wondering if I will be able to send a [b]single[/b] user message to a [b]single[/b] client [b]every tick[/b] and be successful without them queuing up.
Probably, but why would you need to do that? Anyway, yes, the game sends a great deal more then that for player/entity movement and pretty much everything in the game.
[QUOTE=TehBigA;23695352]Does anyone happen to know the sending rate and reliability of user messages?
I'm wondering if I will be able to send a [b]single[/b] user message to a [b]single[/b] client [b]every tick[/b] and be successful without them queuing up.[/QUOTE]
Works fine, for my gamemode I can send 50 user messages to multiple clients every tick.
Thanks for the quick replies!
I figured as much because of how much networking goes on (I just didn't want to waste my time)
Thanks again!
[b]EDIT:[/b] I know the limit on user messages is 256 per (Including the name), but any idea how many can be received on a client in the same tick?
Also I can not use datastream because it splits it up over time.
[b]EDIT 2:[/b] I feel really dumb for asking the first question lol
[b]EDIT 3:[/b] Also, anyone know what happens if I try to read passed the received buffer on the client?
Got my answers, this can be closed.
[QUOTE=TehBigA;23695897][b]EDIT 3:[/b] Also, anyone know what happens if I try to read passed the received buffer on the client?[/QUOTE]
You'll read random bytes and shit fucks up.
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