Proper way to handle WSAEWOULDBLOCK

This is a discussion on Proper way to handle WSAEWOULDBLOCK within the Windows Programming forums, part of the Platform Specific Boards category; Hi, Im writing my first multiplayer game and found a problem: The server sends data X times per second. If ...

  1. #1
    FMIW
    Guest

    Proper way to handle WSAEWOULDBLOCK

    Hi, Im writing my first multiplayer game and found a problem:
    The server sends data X times per second. If this X is bigger than 20, I start to get a lot of WSAEWOULDBLOCK messages...I could simply ignore them, but I don't know if this is correct. Some guy told me that I should check send/recv availibility more often, but I don't uynderstand what this means...

    Thx. Regards

    FunkMeister I. Wish

  2. #2
    train spotter
    Join Date
    Aug 2001
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    3,856
    WSAEWOULDBLOCK means the data did not get sent. Your response depends on the priority level of the blocked data.

    If just an screen update probably OK, particularly if using UDP.
    If not, will need to realloc your socket buffer ( or create a storage buffer for the blocked data), add blocked info to the buffer and try to resend as the block clears.
    "Man alone suffers so excruciatingly in the world that he was compelled to invent laughter."
    Friedrich Nietzsche

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    George Best

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