Calls executed in the same "flash frame" (i.e. in the same
execution path) are guaranteed to be processed in the same order on
the server no matter what channel you are using. RTMP provides an
order guarantee in general since everything gets queued up in the
order in which they are executed and put into the socket in that
order and then processed synchronously (one at a time) on the
server. There is a small risk of getting out of order calls when
you are using HTTP based channels and you make the calls in
separate flash frames. In this case, each call may not be batched
into the same HTTP request... instead they are executed
independently by the player and the browser may open up 2 or more
sockets at the same time. That means there is not a 100% guarantee
of the order of execution on the server.
This is something we hope to address in future versions of
LCDS - i.e. add an option to make sure things are received and
processed in the right order on the server .