Defines options for network packet transmission.
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)
public enum SendDataOptions
| ||Member name||Description|
Sends the data with no guarantees.
Packets of this type may be delivered in any order, with occasional packet loss.
This is the most efficient option in terms of network bandwidth and machine resource usage. However, it is recommended only in situations where your game can recover from occasional packet loss.
Sends the data with reliable delivery but no special ordering.
Packets of this type are resent until arrival at the destination but may arrive out of order.
Sends the data with guaranteed ordering but without reliable delivery.
Occasionally, packets of this type are not delivered. However, any delivered packets always arrive in the order they were sent.
Use this option in situations where the transmitted value changes constantly but old versions never arrive after a more recent version.
Sends the data with reliability and arrival in the order originally sent.
Packets of this type are resent until arrival and ordered internally so they arrive in the same order they were sent.
In terms of network bandwidth usage, this is the strongest and most expensive option. Use this only when arrival and ordering are essential. Commonly, a game uses this option for a small percentage of packets. The majority of gameplay data is sent using None or Reliable.
Xbox 360, Windows XP SP2, Windows Vista