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(I would post this as a discussion but it doesn't seem to be enabled for this repo.)
My understanding is most action games historically prefer some sort of reliable UDP, instead of TCP, because if packets are lost in a TCP connection, it has a head of line blocking problem which slows things down.
Is there any desire from Cysharp to consider this sort of functionality?
reliable UDP or QUIC support
Quality of Service: choosing a delivery mode (perhaps as an optional parameter on MagicOnion's .Connect()): at least once, at most once, exactly once
(I would post this as a discussion but it doesn't seem to be enabled for this repo.)
My understanding is most action games historically prefer some sort of reliable UDP, instead of TCP, because if packets are lost in a TCP connection, it has a head of line blocking problem which slows things down.
Is there any desire from Cysharp to consider this sort of functionality?
Note that there is a Microsoft QUIC implementation exposed to C# here:
https://github.com/microsoft/msquic
https://en.wikipedia.org/wiki/QUIC
[Edit: maybe I should be looking at this instead? https://github.com/RevenantX/LiteNetLib]
Suggested course of action:
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