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Question by PatPL · Feb 06, 2017 at 01:05 PM · multiplayermessagesoverflow

How to avoid overflowing network Channels

Hi, I need to send a lot of data from server to clients. I use "NetworkServer.SendToClient". I need to send multiple "packets" because one message can have max. size of 65536B. When I send more than 5-6 at the time, I get channel overflow errors, or data gets partially lost. I avoided it by sending one message every second, but it is slow.

How can I avoid overflows? How could I use other channels and would it help? How can I check on server side, if message sent by "NetworkServer.SendToClient" has arrived to client?

Thanks.

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avatar image PatPL · Feb 07, 2017 at 10:10 AM 0
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Is it okay if I bump this up if noone answered me yet?

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