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Unfortunately, there is a flaw in what you're suggesting. If ClientA starts the session, does stuff, then gets disconnected for any reason, then ClientB joins the session, who's going to send the stack to ClientB? You should store the stack on the server and send it to the clients as they join. This will have also the advantage of preventing around with ...


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None of the options you listed is really a good choice. Nagling is turned off by default so each packet you send will be an individual packet. A good rule in game networking is to find a send rate and don't go over that. That is perform your own nagling of packets. Essentially don't send 30 individual packets one after another for individual points. (You'd ...



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