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This repository has been archived by the owner on Oct 8, 2021. It is now read-only.
I've managed to implement NetGain as a complete replacement for Websocket-sharp for my mobile MMO game, it seems to completely work without any issues, but with Websocket-sharp, there were some packets that I was sending to clients that were none async - I need to guarantee order in these packets. I noticed that the TcpHandler sends all messages using the Socket.SendAsync method and I can't seem to find anything that handles orderering of packets being sent or waiting for an async send to complete before moving onto the next - I'm hoping I'm wrong though. Please can you confirm if guaranteed ordering of sends is implemented in some way?
Alternatively, would there be any sideeffects if I were to implement the Socket.Send method?
Many thanks,
Daryl
The text was updated successfully, but these errors were encountered:
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Hi,
I've managed to implement NetGain as a complete replacement for Websocket-sharp for my mobile MMO game, it seems to completely work without any issues, but with Websocket-sharp, there were some packets that I was sending to clients that were none async - I need to guarantee order in these packets. I noticed that the TcpHandler sends all messages using the Socket.SendAsync method and I can't seem to find anything that handles orderering of packets being sent or waiting for an async send to complete before moving onto the next - I'm hoping I'm wrong though. Please can you confirm if guaranteed ordering of sends is implemented in some way?
Alternatively, would there be any sideeffects if I were to implement the Socket.Send method?
Many thanks,
Daryl
The text was updated successfully, but these errors were encountered: