I would like to hear some opinions on how you should make sure your Client-Server commnunication will work properly.
More in details, I am making a turned-based game. So what happens is that when you make a move an array of strings is updated with the specific string command. Then when your turn ends, I send all the strings through a network stream on a TCP/IP connection.
I want to use (for now) a synchronized/blocking Send()/Receive() method. Using .NET library. My question is, what measures do I have to take?
The data I am sending is small. Meaning that it should fit in one package. Do I have to make a confirmation method, like sending back an "Received" message? Or is this done anyway by the TCP/IP protocol for each package?
Will using one Send() method be better (one for the array of strings) or using one Send() for each string in the array? I would guess same thing...