Comments (3)
If you are going to have only one client connected, it may not be worth to use a buffer manager :) And if you still want to use it, use at least * 5
just in case since your client can disconnect and reconnect before the byte[] is returned to the buffer manager.
The send buffer value is something you probably want to experiment and check different approaches. Basically, the component will try to fill that buffer before sending, and then send a complete frame with that size. If it is to small, there are some little size over head because it implies more frame headers. If it is too big, control frames cannot be send in the middle of a data frame, only between frame and frame, so in a slow connection it may cause a timeout if the timeout value is low. There is a ping strategy for bandwidth saving where normal data also prevents the timeout from happening, but it is not in Nuget yet (it is in GitHub though, so you can try if you want). However the value you are using is probably OK.
Probably you want sorter timeouts, like 2 to 5 seconds, but again it depends. Tweaking is a per-case basis, that is why I provided as many options as I could :)
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Thanks, I'll keep these in mind. :)
I'm having a lot of fun with your project. AFAIK, you have the only open source WebSocket library for .NET that properly supports compression. Congrats.
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Thanks! :) However compression is not as good as it should be, because it only compress individual messages, but cannot take advantage of sharing the compression context across messages, which would yield a better compression. This limitation exists because how DeflateStream
is implemented.
However it would be still good for you since you plan to send big payloads 👍
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