There is no support for reliable unsequenced at the moment.

Packets with no flags are unreliable, but sequenced.

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.

Lee

Daniel Aquino wrote:
Is there any support for a reliable unsequenced channel?

My idea is to have a channel in which you can send packets that do not get blocked by other packets.

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....

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....

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Also is it true that by default a packet is unreliable and sequenced?

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My best ideas on what each type of transfer mode is best used for:

unreliable sequenced:        Player position updates, voice packets etc...

unreliable unsequenced:    Keep Alives, pings ???

reliable sequence:             data transfer

reliable unsequenced:        independant packets, weapon fire, drop mines

Just trying to get my head around this...










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