Closed herocrab closed 5 years ago
I dove into the source, looks like I can set the MTU very low and the queuing/coalescing will be defeated. Will update and close after I try this.
Yeah so it looks like in my case I can do a couple things:
1) Set the MTU to what I want it or just below that threshold. 2) Pad bits to exactly that MTU.
This should defeat the message coalescing behavior.
Still not able to get around this.
Padding did nothing. it seems the coalescing doesn't take into account padded bit size.
May have to clone the source and try to build/modify.
Issue was invalid, I had some other problem.
Hello Michael and whomever else maintains this code base. Much respect!
I am working on a netcode framework for games and I noticed there was once a feature called UseMessageCoalescing. It appears to be removed. Perhaps there is some other way to disable this.
My server snapshot/update is being bundled with later updates, this impacts my rendered player responsiveness.
If there is someway to disable this, or another workaround, please let me know. I'd like to stay with Lidgren vs any other libraries, I enjoy the way it's laid out.
Thanks!