Sorry for posting this here, but the MultiUser forum seems to
be all but
dead. I was hoping some of you long time users might be able
to answer my
I am using the setNetBufferLimits function to set the buffer
large enough to
send pictures in a peer-to-peer movie. I want to make sure I
impact of this. I assume this means that I am reserving some
system memory, which will boost the memory requirements of my
Also does this mean that small text messages that I send will
because of my larger buffer size as opposed to a movie that
user a smaller
buffer? In other words, if I set the buffer size to 1 Mb,
does it mean that
every message that gets sent is 1 Mb, even if it is just some
text? I assume
not, but just want to be sure.
Finally, can anyone offer any suggestions on how to best
tcpipReadSize, maxMessageSize, and maxIncomingUnreadMessages
given that my movie sends everything from short text strings
I don't think the MultiUser forum is dead. Questions get
answered just as fast there as they do here. There are just fewer
questions, that's all.
Have you tested uploading your large pictures to an FTP site,
and sending just the URL of the picture via the multiuser
connection? This would allow the local client to upload the image
asynchronously, and the remote client(s) to download it
asynchronously, freeing up the multiuser connection for the short
text string exchanges.
Thanks for the suggestion. Unfortunately it does not fit with
model I am using. I am building a multiuser game based on a
connection. I will releasing the game (free) for other to
use, and I don't
want to require that users have access to an FTP server.
Let me be clear, the program works fine as I have designed
it. I want to be
able to fine tune the program to be as efficient as possible
and was hoping
to benefit from the experience of other who may have done
in the past.