I am also looking at the channels that I setup at the start, I can see that it is of type byte that gets returned so allowing for up to 256 (0 to 255) channels, what are these actually for, I can see this is used when sending and receiving network messages, soooo.Ĭould I use those channels for like sending different types of information, I am aware it still using the same network connection between the client and server and that it is just a byte sent behind the scenes. So a list of stuff that it handles behind the scenes would be greatĪm I correct in thinking all I have to do once the ConnectEvent has been called is create my data structure using a form of byte buffer and just send and receive that and that it will be detected as a DataEvent in the code I have in the update function. I know its handling all the actual connection and disconnection, message counter id's plus other checks behind the scenes, but I was also wondering if it does other stuff behind the scenes, just so that I don't repeat stuff. Like for example the function GetConnectionInfo(.) both returned arguments network and dstNode both return Invalid, is that still fine, error returns 0 so no errors. I can see some class functions that require arguments to do with relaying, so where I am not using relaying, can I just ignore that returned information. So there is no issue there as its working as I would of expected it. Ok, I am creating separate Client and Server (Linux Headless Mode) applications using the LLAPI NetworkTransport on which I have a very basic working version that connects, disconnects and sends information using the DataEvent.
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