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Sending a huge amount of data (again)

Discussion in 'Multiplayer' started by Deleted User, Apr 7, 2017.

  1. Deleted User

    Deleted User

    Guest

    Since the "updated" network in Unity 5.6. I want to ask, again, if its possible to send a huge amount of data through the network. A huge amount of data is a big byte array of ~500 000 bytes or a list of a data class (with ~250 000 items) or just a huge file (~500mb). Is it easy to realize?

    http://answers.unity3d.com/questions/1113376/unet-send-big-amount-of-data-over-network-how-to-s.html
    Here is a manual splitting, but is it easier know?

    https://forum.unity3d.com/threads/best-practice-for-serializing-a-large-array-of-integers.331432/
    The limitiation was around 1500 bytes, i discovered a max size of ~65 500 items for an byte array inside a MessageBase now !?

    PS.
    NO its not possible to do it on another way!
     
    ffjjmmtt likes this.
  2. donnysobonny

    donnysobonny

    Joined:
    Jan 24, 2013
    Posts:
    220
    I have to ask: why are you sending that amount of data?

    The thing with networking is it has to be efficient. Compromise just isn't allowed at the moment because bandwidth is (and will be for decades) a limited resource. So, if you are sending this amount of data unnecessarily, because you haven't implemented bandwidth saving techniques such as delta compression (only sending updated values), combining many small messages into larger ones (avoiding the packet overhead), interest management (only sending data about objects within a certain range/interest area) etc (there are many more!), then you absolutely need to take a step back and reconsider what you are doing.

    To give you an idea of scale, lower-end devices such as mobile devices can fairly efficiently handle around 1,000-2,000 bytes per second. Even when you get into pc/consoles with good networking interfaces and high-speed internet, you're still only talking of around 5,000-10,000 bps before things are just unreasonable. So getting into the 100k scale, you are going far beyond the realms of what is realistically possible in real-time networking, which is almost always built around the use of an unreliable transport protocol (in this case: UDP) and sending small frequent messages as efficiently as possible.

    If you're talking about sending large media files (which is the only reasonable explanation for the amount of data you're talking about...) then you should look at using a different approach to unet. Ultimately, you're going to want to use TCP as your transport protocol (not UDP) since TCP is better built for reliable transfer (and is used for FTP and other protocols for transferring large amounts of data). Unet, being a networking framework for real-time multiplayer games, is very unlikely to ever support the scale that you need, because if it were to do so, it would massively lower it's overall performance...
     
  3. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    You're unlikely to find an answer to this at the moment since trying to send 500mb files using a mechanism designed for efficient short messages points to a serious game design problem. You're asking the equivalent of if you can send someone an encyclopedia to their phone via text messages. Not designed for it, and even if you can you're not going to find someone who has already done it a week after the 5.6 release to tell you they already tried it and it works great.

    You should be really looking at your design thinking about how you can achieve your goals using more traditional file transfer mechanisms. My 2 cents.