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by jacquesm
3084 days ago
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That only works if messages are independent of answers received and are all known at the same point in time. In most games this typically would not be the case, you'd use a message to cram as much state change into it as is known to keep the game moving fluidly. Packing more than one such message together would serve no purpose. |
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From userspace' perspective, even if the same data isn't being broadcast at every client, just building up a big array (perhaps while looping over the input from recvmmsg()!) and spitting it out once would have the same semantics as just calling sendmsg() immediately on each, etc