Open forlayo opened 1 year ago
You should limit a send buffer frame to some reasonable value (e.g. 10mb per client) and control in your code with BytesPending
property or void OnSent(long sent, long pending)
handler.
Also it is possible to generate and send a first portion of data, and wait until virtual void OnEmpty()
handler it called and all the data was sent, then generate another portion.
@forlayo can you put this line
var packet = new VideoPacket(1280, 720, new MemoryStream(randomBytes , 0, randomBytes .Length, false, true));
out of while loop? Your code generate garbage in a loop. There is no point to do this.
I am trying to check net capacity and I am doing:
Memory goes high in few seconds taking some Gb and then it crashes, I can see that an object of type Buffer has got all the RAM. As a weird note, If I add "await Task.Delay(1);" after the Send() it doesn't crash (but obviously is sending just a fraction of what's possible ).
What I am doing wrong ? How can I send as much as possible?