Kris Schnee schrieb:
...
One question for others: I'm finding that even though I'm using the
socket.select function to make sure a socket has data waiting, I can't
seem to transmit large amounts of data (more than around 5 KB) without
one side or the other hanging. (I'll have to look at the code more
closely later to be more specific.) Any suggestions? My goal was to have
a server part of my program run independently from both the player
clients and a display client, but this bug seems to force me to develop
some annoying protocol for things like sending a list of objects.
"Prepare for N sending rounds on data for N objects..." rather than
"here's the complete list of objects and their data all at once."
Hi Kris,
Sending more than 5 KB works like a charm if you take care of the amount
of data you want to send...