Too much data for one packUpdate
by Ian Omroth Hardingham · in Torque Game Engine · 05/15/2004 (4:35 am) · 5 replies
Hey everyone.
Another packUpdate issue! I need to send around 600 extra bits in packUpdate, but the stream gets full about half way through. Does anyone have any advice (apart from "send less data" :P) on how to tackle this problem?
Thanks,
Ian
Another packUpdate issue! I need to send around 600 extra bits in packUpdate, but the stream gets full about half way through. Does anyone have any advice (apart from "send less data" :P) on how to tackle this problem?
Thanks,
Ian
#2
Ian
05/18/2004 (2:57 am)
Thanks Beffy. In the end I solved this by changing the max packet rate in NetConnection.cc, but that resource will be helpful in other things.Ian
#3
05/18/2004 (10:40 am)
You can also break the data up in most cases.
#4
Do you mean the following?:
Split data to be sent up into part A and part B. In packupdate:
and then somewhere like processTick:
[code]
if (sendAThisTick)
setMaskBits(partAMask);
else
setMaskBits(partBMask);
sendAThisTick = 1 - sendAThisTick;
[code]
Or do you mean somewhere lower down?
Ian
05/18/2004 (10:45 am)
Hey Ben.Do you mean the following?:
Split data to be sent up into part A and part B. In packupdate:
if (mask & partAMask)
{
//transmit part A
}
else if (mask & partBMask)
{
//transmit part B
}and then somewhere like processTick:
[code]
if (sendAThisTick)
setMaskBits(partAMask);
else
setMaskBits(partBMask);
sendAThisTick = 1 - sendAThisTick;
[code]
Or do you mean somewhere lower down?
Ian
#5
05/18/2004 (8:32 pm)
That's one way to do it. Another is to take a cue from the file transfer code and break the data up into n byte chunks that you can send piecemeal across the network, then reassemble them on the other side.
Associate Stefan Beffy Moises