Comments (1)
It works very well with Unity's IL2CPP/AoT because there is no native dll dependency or marshalling. I use IL2CPP exclusively for my mobile ports.
Hazel does not support fragmented messages. I am somewhat lukewarm on it because I have no personal need for that feature, and I haven't gotten any feedback about it. I added a statistic Connection.Statistics.FragmentableMessagesSent that counts messages sent over 1200 bytes and found I never did that. For everything between 1200 and 64kb, UDP will fragment unreliably which will cause a disconnect when Hazel sends a reliable message over 1200 bytes through a no-fragment connection.
Hazel also does not support reliable ordered, however because it supports reliable sending, I tend to implement ordering at the application layer. I'm less likely to add this into Hazel because I want to keep Hazel very minimal. I don't like libraries that add extra overhead for features I may or may not use. But I might be tempted to craft and include helper classes that make ordered messaging straightforward at the application layer.
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Related Issues (13)
- Creating several clients in one application causes "Duplicate add MessageReader" exception HOT 4
- How to host using Hamachi? HOT 1
- Does Hazel support any form of encryption? HOT 2
- Socket.Poll on listener causing app to freeze during shutdown HOT 1
- Could I attach an audio source to 3d objects(players) with this so people could essentially talk to each other in a virtual space like vrchat? HOT 3
- [Question] What is correct implementation for communicating consoles in other networks? HOT 1
- [Bug] A malformed packet can be used to leak old packets HOT 3
- Sent 6 pings that remote has not responded to HOT 4
- Stack overflow at random times(might be related to DDOS attacks) HOT 4
- Exception: Duplicate add MessageReader HOT 1
- [Bug] The server blindly trusts the packet size that is specified in the packet itself HOT 1
- How to detect disconnections? HOT 1
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