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1 Packet instead of 10

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strcpy(myBuf, "move_space"); nRet = send(theSocket, myBuf, strlen(myBuf), 0); if (nRet == SOCKET_ERROR) { printf("Error on send()"); return 0; } I call this packet 10 times without the data changing, depending on what the player does, however, this builds up packets since they are called rapidly. How can I remedy this?

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You write a class. "Flush" is a custom method that does what your function does currently; send the buffered data to the client. Then you write a custom "Send" method that just puts data into the buffer. Whenever you want to send data you call your custom Send function.

Then just call "Flush" every iteration (or fraction of a second) instead of everytime you need to send a message.

It''s like COUT. COUT actually puts the data into a buffer until it has time to output it or you use "flush" or "endl"

endl is flush with a "\n"

Ben


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