M. Schloenvoigt
2007-01-15 13:30:19 UTC
Hi,
I've implemented an network application using win sockets with TCP/IP
protocol. It works fine and I could send and receive messages with it.
But one following problem couldn't solved yet: The server app should
send messages permanently (e.g. each ms). Not that problem. But the
client app should update the message handler only each 5 ms, because it
is bind to an intern message loop that runs with 30 fps. So, when I send
ten messages to the client, only three or sometimes four messages will
be received. I'm sure that it is guaranteed that my app will
receive all messages sent to it when I'm using a TCP connection. But in
this case it seems to me that messages will be overwritten if they are
not fetched before the next arrived. Are there any option I have to set
or is it not possible to get this dropped messages?
Thank you in advance for your attention in this matter, Marcel.
I've implemented an network application using win sockets with TCP/IP
protocol. It works fine and I could send and receive messages with it.
But one following problem couldn't solved yet: The server app should
send messages permanently (e.g. each ms). Not that problem. But the
client app should update the message handler only each 5 ms, because it
is bind to an intern message loop that runs with 30 fps. So, when I send
ten messages to the client, only three or sometimes four messages will
be received. I'm sure that it is guaranteed that my app will
receive all messages sent to it when I'm using a TCP connection. But in
this case it seems to me that messages will be overwritten if they are
not fetched before the next arrived. Are there any option I have to set
or is it not possible to get this dropped messages?
Thank you in advance for your attention in this matter, Marcel.