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gamedev:dnp [2022/07/16 16:27] – [Connection Request] dragonlord | gamedev:dnp [2022/07/16 16:37] – [Link state] dragonlord | ||
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| [[# | | [[# | ||
| [[# | | [[# | ||
- | List of supported | + | List of protocols |
* '' | * '' | ||
New protocols can be added in the future. Servers have to ignore unknown protocol values. | New protocols can be added in the future. Servers have to ignore unknown protocol values. | ||
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* '' | * '' | ||
* '' | * '' | ||
+ | More result codes can be added in the future. All unknown result codes have to be treated is if // | ||
</ | </ | ||
| [[# | | [[# | ||
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Send by client or server or server to client. used to send an unreliable message to the other communication partner. Unreliable messages are used for frequently send messages. They are not acknowledged and thus can be possibly lost. Furthermore they can be delivered to the application in any order. Applications have to use unreliable messages only if the loss of information can be compensated, | Send by client or server or server to client. used to send an unreliable message to the other communication partner. Unreliable messages are used for frequently send messages. They are not acknowledged and thus can be possibly lost. Furthermore they can be delivered to the application in any order. Applications have to use unreliable messages only if the loss of information can be compensated, | ||
+ | |||
+ | Messages should be of short length. No explicit fragmenting of message content is done. This is left for the underlying communication channel. If a message is not fully received it has to be considered lost. The exact message size fitting into one communication channel package depends on the communication channel and is often not detectable. As a rule of thumb on IPv4 a package size of 540 can be expected to be transmitted in one package. | ||
The command has this format: | The command has this format: | ||
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Send by client or server or from server to client. Used to send a reliable message to the other communication partner. Reliable messages are used for infrequent send messages of high importance. They are acknowledged and guaranteed to be received. Furthermore they are guaranteed to be delivered to the application in the order they have been send. Applications have to use reliable messages only if loss of information can not be compensated. | Send by client or server or from server to client. Used to send a reliable message to the other communication partner. Reliable messages are used for infrequent send messages of high importance. They are acknowledged and guaranteed to be received. Furthermore they are guaranteed to be delivered to the application in the order they have been send. Applications have to use reliable messages only if loss of information can not be compensated. | ||
+ | |||
+ | Messages should be of short length. No explicit fragmenting of message content is done. This is left for the underlying communication channel. If a message is not fully received it has to be considered lost. The exact message size fitting into one communication channel package depends on the communication channel and is often not detectable. As a rule of thumb on IPv4 a package size of 540 can be expected to be transmitted in one package. | ||
The command has this format: | The command has this format: | ||
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Send by client to server or server to client. Used to [[# | Send by client to server or server to client. Used to [[# | ||
+ | |||
+ | Messages should be of short length. No explicit fragmenting of message content is done. This is left for the underlying communication channel. If a message is not fully received it has to be considered lost. The exact message size fitting into one communication channel package depends on the communication channel and is often not detectable. As a rule of thumb on IPv4 a package size of 540 can be expected to be transmitted in one package. This size is reduced by the count of value data send along the message. | ||
The command has this format: | The command has this format: |