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17 changes: 10 additions & 7 deletions include/steam/steamnetworkingtypes.h
Original file line number Diff line number Diff line change
Expand Up @@ -996,17 +996,20 @@ const int k_nSteamNetworkingSend_UnreliableNoNagle = k_nSteamNetworkingSend_Unre
// messages. Using this flag on reliable messages is invalid.
const int k_nSteamNetworkingSend_NoDelay = 4;

// Send an unreliable message, but if it cannot be sent relatively quickly, just drop it instead of queuing it.
// This is useful for messages that are not useful if they are excessively delayed, such as voice data.
// Send an unreliable message, and drop it rather than queuing it if the connection is not ready
// to send it yet. This is useful for messages that are not useful if they are excessively
// delayed, such as voice data.
// NOTE: The Nagle algorithm is not used, and if the message is not dropped, any messages waiting on the
// Nagle timer are immediately flushed.
//
// A message will be dropped under the following circumstances:
// - the connection is not fully connected. (E.g. the "Connecting" or "FindingRoute" states)
// - there is a sufficiently large number of messages queued up already such that the current message
// will not be placed on the wire in the next ~200ms or so.
// Currently, a message will only be dropped if the connection is not fully connected. (E.g. the
// "Connecting" or "FindingRoute" states.) If a message is dropped for this reason, k_EResultIgnored
// will be returned.
//
// If a message is dropped for these reasons, k_EResultIgnored will be returned.
// Ideally, a message would also be dropped if so much data is already queued up that the current
// message will not be placed on the wire for a relatively long time (say, ~200ms or so), but this
// check is not currently implemented. Messages are queued as usual, subject to the ordinary send
// buffer limit. (See k_ESteamNetworkingConfig_SendBufferSize.)
const int k_nSteamNetworkingSend_UnreliableNoDelay = k_nSteamNetworkingSend_Unreliable|k_nSteamNetworkingSend_NoDelay|k_nSteamNetworkingSend_NoNagle;

// Reliable message send. Can send up to k_cbMaxSteamNetworkingSocketsMessageSizeSend bytes in a single message.
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