I have been doing some analysis on the bandwidth usage of my application, and found an issue.
I thought I was sending certain messages from the server to clients with UDP, but in analyzing network captures with WireShark, I was finding that all traffic from the server to the client was being done with TCP. After digging a little deeper, I found where the problem was.
I was sending using BaseClientRequestHandler.send(String cmdName, ISFSObject params, List<User> recipients, boolean useUDP), with useUDP = true. I found that it didn't matter what useUDP was set to, that traffic was always TCP.
I changed to using SFSApi.sendExtensionResponse(String cmdName, ISFSObject params, List<User> recipients, Room room, boolean useUDP). No other code was modified. I then found that UDP was correctly being used.
I am led to conclude that there is an issue with BaseClientRequestHandler.send. Everything works fine with the SFSApi function, but I thought I should mention this, especially because the Unity FPS sample uses BaseClientRequestHandler.send.
Problem with server sending UDP
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