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@@ -15,7 +15,7 @@ Always make sure that the channel limit set to the same value at the endpoints u
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4. Round-trip time is unstable even on localhost.
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-This is the first indication that the `Host.Service()` is not called [often enough](https://github.com/nxrighthere/ENet-CSharp/issues/40#issuecomment-454958843). Make sure that the service and events are processed [continuously](https://github.com/nxrighthere/ENet-CSharp/issues/40#issuecomment-460059631) and nothing prevents the ENet to shuttle packets across peers.
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+This is the first indication that the `Host.Service()` is not called often enough. Make sure that the service and events are processed continuously and nothing prevents the ENet to shuttle packets across peers.
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5. Latency gets higher relatively to a count of concurrent connections.
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@@ -23,7 +23,7 @@ Make sure that only the actual payload is sent and not a whole buffer, a packet
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6. A host is unable to accept multiple connections or degrades with many packets.
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-Make sure that the service is processing as many events as possible and not only one event per frame/iteration. Put the service [into a loop](https://github.com/nxrighthere/ENet-CSharp/issues/40#issuecomment-460059631) even within a game loop (but without a timeout to avoid blocking). If nothing helps, you can try to increase the socket buffer size of the host up to one megabyte using the appropriate parameter at both ends.
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+Make sure that the service is processing as many events as possible and not only one event per frame/iteration. Put the service into a loop even within a game loop (but without a timeout to avoid blocking). If nothing helps, you can try to increase the socket buffer size of the host up to one megabyte using the appropriate parameter at both ends.
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7. A host is not flushed after the service is no longer in a loop.
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