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?
---------
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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