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Nagle's algorithm helps prevent the case where packets contain mostly header overhead and tiny fractions of payload, because the application does a network send immediately when any amount of data are generated. However:
ClientHandle does its own packet coalescing (per tick); we should be okay to request an immediate send without further buffering, and I understand that this is also desirable in general for game networking.
Other uses of TCP sockets (RCON, HTTP) can probably leave this option unchanged.
The text was updated successfully, but these errors were encountered:
Nagle's algorithm helps prevent the case where packets contain mostly header overhead and tiny fractions of payload, because the application does a network send immediately when any amount of data are generated. However:
ClientHandle does its own packet coalescing (per tick); we should be okay to request an immediate send without further buffering, and I understand that this is also desirable in general for game networking.
Other uses of TCP sockets (RCON, HTTP) can probably leave this option unchanged.
The text was updated successfully, but these errors were encountered: