Pieter-Jan Briers

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I should note that because we haven't been very organized and Lidgren in our repo is a copy without proper history preserved. I'm down with doing proper forking and using...

I've gotten started on it and am moving stuff over. I'm also taking the liberty to clean up stuff like the unit test project. https://github.com/space-wizards/lidgren-network-gen3/

The reason I didn't go full out on dropping old Framework support for our fork was that Unity is still using ancient .NET versions (not even NS2.1...) . Believe me...

Ah, for receiving I can see it making sense yeah. I was imagining this sender side which wouldn't be very practical (it ends up in a queue at the end...

I was looking through the issue list and would like to point out I actually fixed this with the same approach in [our fork](https://github.com/space-wizards/SpaceWizards.Lidgren.Network/commit/7ba77acd41e39db51e98968c82365e9857fd98c3)

Yes, multiple `NetPeer`s works just fine in the same process (as long as you bind them to a different host:port pair, of course). I'm using it to implement dual stack...

Oh so that explains why my game state system got overloaded even over localhost. As for pull requests: the library is unmaintained now, see #147 for maintained forks.

What do you mean "send classes"? The data that Lidgren takes in is `NetOutgoingMessage`/`NetIncomingMessage` which you can fill in yourself, so there should be no problem filling it in with...

The best solution would probably require wgpu to use a thread pool, since spawning OS threads for individual jobs like that might have some decent overhead. If so I'd definitely...