ValveSoftware / ValveSoftware/GameNetworkingSockets

Isn't k_nSteamNetworkingSend_UnreliableNoDelay Implemented?

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enhancement
Dominant language
C++
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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

https://github.com/ValveSoftware/GameNetworkingSockets/blob/master/include/steam/steamnetworkingtypes.h#L997C11-L997C42

But the in source code it seems it has no implementation:

https://github.com/ValveSoftware/GameNetworkingSockets/blob/master/src/steamnetworkingsockets/clientlib/steamnetworkingsockets_snp.cpp#L335

So should we consider it is not implemented and do not use it? Or am I missing something?
Thank you!!

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  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
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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.

Written by the indexing model from the issue text.

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

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