> I've never had any problems with Winsock's handling of packets when > communicating with Half-Life servers. The connections mentioned here are > all one-shot, limited length UDP queries and responses; there's no reason > why anyone should be concerned about how Winsock packetizes the > information for this purpose.
TCP/IP will typically preserve the size of a packet as long as the packet length doesn't exceed the MTU of the devices passing the packet along (hosts, routers, switches, etc.). Many devices use a 1400 byte limit for the MTU. Any packets larger than this can be split into multiple packets. IP will preserve the sequence of these packets and reassemble them in the correct order when they reach the destination (even if the packets take different paths to the destination and the first packet arrives at the destination after subsequent packets have arrived). UDP does NOT do this. UDP will not re-sequence packets and preserve their original structure. It is up to the sending/receiving applications to deal with this problem. As long as you aren't sending/receiving packets larger than 1400 bytes, you will probably never notice this problem. As soon as you start sending/receiving packets larger than 1400 bytes, you will need to deal with this problem. Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

