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Possibility of messages loss #3
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This is something I am aware of but I'm uncertain if it is an issue in a practical sense. Most Godot projects run at 60fps, which (in a music context) is very unlikely that you'd need to send values at any rate higher than that (and most often very rarely even getting close). If you have an example of a project that would require this extra temporal resolution I'd be happy to discuss possible modifications, but as it is currently stands I'm unsure a change is needed. |
For me, that's a problem regarding OSC specifications and other implementations... but I agree with you that in practice, it's not usually likely to be a big problem. Anyway, if needed by a particular client, he always (and easily) can add a queuing mechanism, based on your work. I mainly wanted to notified this malfunction possibility to document it for other peope, in case of special conditions (just something to know). Otherwise, using godOSC is giving me general satisfaction. |
In my case this was problematic since the last recieved message gets parsed even if the sender is disconected. Maybe simply explaining this behaviour in the readme to make sure not more people think something is wrong in other parts of their code. Anyway amazing software! |
Thanks for the input! When I get some time I think I'll add a signal for last received message (or something akin to that), as I can see the utility in having a more asynchronous way to handle messages (which should address the issue you were experiencing). |
A dictionary is used to store incoming OSC messages, with the OSC's full address as the key. But dictionary is key-unique, so receiving messages with the same OSC address (with fluctuating arguments values, for example) only keeps the last one, purging all the others (tested).
This only happens when messages are processed slower than they arrive.
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