HouraiTeahouse/FantasyCrescendo

Character state updates from the server should be using the QosType.StateUpdate type

james7132 opened this issue · 1 comments

Right now all communication is sent along a UNET channel using ReliableSequenced Quality of Service. This is useful for input since the packets are never out of order, and are assured to arrive in order. However, for forced state updates from the server, old states are easily overridden so long an appropriate timestamp is used: the latest update always supercedes the previous. Sending state updates to clients via a QosType.StateUpdate setting will be unreliable, meaning it's not guaranteed to be received, and only sends the latest state when sending a packet. This should significantly reduce the amount of data needed to send states to clients.

Irrelevant with reimplementation.