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Investigate channels #160
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I suggest closing this because there is no hint or indication of any codeblock improving in bandwidth if channels are used in it, and in this pace this issue will linger forever. In fact, I would argue against netfox using different channels, because for big games, the design should approximately go like this: netfox having channel 1, and the rest of the channels being seperate from default/netfox and exclusive to the game e.g. for player chat or downloading assets from the server. |
Just straight up saying things without explaining / elaborating / citing source won't make for a very solid argument. I saw potential in channels as to my understanding they can eliminate two separate kinds of reliable / unreliable_ordered messages on waiting for each-other. Same for clashing with game-specific reliable messages clashing with netfox reliables. Another reason this issue is "lingering" is that there's been 30+ issues opened 😛
That's one way to go about it, but not the only way. There's no reason there couldn't be a |
I do not know about ENET's internals, but doesn't a number like channel 30 increase bandwidth? I mean, the more channels there are, the more overhead there is, at least in theory (haven't seen ENET's code), because I assume it would require channels between (1 to 30) Handling so many channels seems counterproductive because they would introduce race-conditions, hence my suggestion of how big games' would be designed around Anyway, I don't know much about channels, just brainstorming |
I doubt any of the above applies, but let me know if you find something that says otherwise. |
Channels can be used to separate messages into different sub-connections, so we don't need to wait for one type of message to arrive before we can process the other.
This issue is to investigate if channels can improve netfox.
Refs #157
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