Got the multiple-channel dispatching roughed in. Also roughed in the event-sending interface. Sped up the handling considerably for long pending queues (was doing a linear scan of the whole queue for each ack'd message, oops). Also roughed in code for ordered-but-not-guaranteed channels (i.e. channels that keep the latest received values, dropping any missing messages). Statistics are a bit more useful, and we now report and disconnect on congestion. (Thinking maybe the disconnect shouldn't be automatic, should let the game decide what to do with it).
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