Nico:Roy
Nico:Roy
I understand it would be a bigger undertaking than "just" http/3, but webtransport support would be awesome for any real-time game/application. It could make sense since Flutter's been pushing games...
I thought I'd mention the following too, since the original response was that "there's not enough bandwidth to work on this": you could leverage the work done at https://github.com/google/cronet.dart too....
It seems to me that he is too - and I think it might be a good enhancement to have. Not sure if I should post it here or make...
Thank you @lesismal for the quick answer! I would definitely avoid "supporting" http/2 as it doesn't make much sense (websocket uses http/1.1 as far as I know and there's no...
After spending some time reading through the libraries, I think I now understand your concerns. As you noted, the webtransport implementation itself seems to be rather straightforward. The issue is...
> I aim to reduce the huge resource cost when there are lots of connections, if there are not too many connections, libs like quic-go will work fine. That's what...
I just came across this: https://github.com/lucas-clemente/quic-go/issues/3474 Which is basically asking for what we're looking into. Seems there's little interest from the library contributor; will have to look deeper into the...
I noticed the latest release adds support for UDP traffic. Amazing job as usual! Thanks for the hard work.
> There's the convenience that we can use the *Conn directly(as showed in the log: 0xc0000a2320 is the same *Conn pointer), just manage the session by timeout, because udp SetDeadline...
I've been looking into the quic-go implementation a bit more, and I think there are 2 possibilities: 1) A fork that exposes a modified server which takes in a function...