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Last I checked, you can only receive a Multi message, you can't send one - i.e. if you send one, the servers will ignore it. (I know, because I tried sending a zip bomb to the servers once.) |
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The code i'm looking at sends multiple
CMsgClientGetUserStats
, one for each game in the user's catalog. The goal is to get achievements, play time, etc. It works, but if the user has 1000+ games, that's a ton of messages sent to back and forth, and suddenly we have 1000+ tasks to wait on. We can simply start them async and await them after everything else finishes so we aren't bottlenecked by all these results, but is there a smarter/more efficient way?One of our developers had the clever idea of sending a large "multi" message that packs these together so we don't have a whole mess of them, like the ones Steam sends us on occasion. Is this possible, and if so, would it be worth it?
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