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License: MIT License
Reliable-over-Unreliable Transport Protocol for Apple Game Center Multiplayer
License: MIT License
How can I handle a situation where the connection between two devices is broken? As far as I understand the code, resending lost packets will only stop after the confirmation finally arrived? So when a connection is lost, some open packets will be tried to resend every 2.5 seconds. Is there any official way to delete the queue/resend queue?
Thanks in advance
Markus
I've encountered a crash when using RoUTP on iOS7 devices; it appears the data chunk, when passed to my game center delegate for sending, is equal to nil. This occurs despite the data object, passed into the RoUTP session, containing data.
This bug should occur when any data is passed into the RoUTP session. It occurs over Wifi and 3G networks.
Thanks,
Ryan.
At the end of the communication sequence, once both sides know it is over they simply release the ROUSession, and leaving pending messages that can't ever be sent.
However, the session isn't ever released it seems, it keeps on trying to send the messages.
I was hoping you might recommend an approach here, and/or review the code or add a "stop" method or similar :)
But even then, the dispatch_async content in sendChunkToTransport will not be called for me. Any ideas what could be wrong?
Thanks in advice
Markus
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