Hello, I have a small Facebook game sending urlencoded strings over Socket connection:
_socket.writeUTF(_dataVars.toString()); _socket.flush(); It works mostly well since several years. I.e. I don't have the usual newbie problems with missing socket policy or sending data before Event.CONNECT was received. However players with poor connection complain and I can reproduce their issue: when I suspend my server for short time, then send some data by the Flash client and then resume the server again - then the buffered data won't arrive in 1 batch. Instead it will work like a FIFO: when I send 1 new piece of data by the Flash client, _one_ old data piece of data will be delivered to the server. I've tried calling _socket.flush() for 100 times in a loop - it doesn't chang anything (and I have read on the net already that the flush() doesn't do anything). I have a feeling that Flash Player has some kind of linked list for outgoing socket data. And whenever a writeUTF() call comes - it will write just 1 piece of that linked list to the socket - instead of trying to write the complete list. I've described my problem in more detail at: http://stackoverflow.com/questions/6051618/flash-actionscript-flushing-a-socket-does-not-send-all-data How do you deal with this problem? Do you introduce an ID for each piece of data at the application level and send that data again and again? It seems so complicated to me once I start thinking about the details. Regards Alex _______________________________________________ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders