Differences
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gamedev:dnp [2022/07/16 16:37] – [Reliable message] dragonlord | gamedev:dnp [2022/07/16 16:37] – [Link state] dragonlord |
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Send by client to server or server to client. Used to [[#network_state|link a local network state]] to the other side. Both client and server can send link requests to the other side. It is up to the application to decide if a link request is accepted or declined. | Send by client to server or server to client. Used to [[#network_state|link a local network state]] to the other side. Both client and server can send link requests to the other side. It is up to the application to decide if a link request is accepted or declined. |
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Link 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 message of 520 bytes length can be expected to be transmitted in one package. This size is reduced by the count of value data send along the message. | 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. |
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The command has this format: | The command has this format: |