ValveSoftware / ValveSoftware/GameNetworkingSockets
Isn't k_nSteamNetworkingSend_UnreliableNoDelay Implemented?
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Description
k_nSteamNetworkingSend_UnreliableNoDelay is stated that the messages will be discarded when:
// - there is a sufficiently large number of messages queued up already such that the current message
// will not be placed on the wire in the next ~200ms or so
But the in source code it seems it has no implementation:
So should we consider it is not implemented and do not use it? Or am I missing something?
Thank you!!
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- Read the whole issue, then the project's contributing guide.
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Research direction
Start with the flag description in include/steam/steamnetworkingtypes.h around line 997 and the send-path code in src/steamnetworkingsockets/clientlib/steamnetworkingsockets_snp.cpp around line 335. Trace how queued messages are handled and determine whether the documented ~200ms discard behavior is implemented elsewhere; done means the behavior is confirmed and the issue receives a code-backed clarification or a narrowly scoped fix.
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Assessment
- Tech stack
- cpp
- Domain
- networking
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 48/100