Hi, I would like to do optimizations on my messaging protocol between the server and the client, so that the message sizes will be as small as possible.
However, in order to do that, I need to know how Player.IO handles its inner protocol.
For instance, I read in one of the posts here, that an Int will not always be sent as 4-bytes, but sometimes as a single byte.
I couldn't find anywhere that describes how it works exactly.
Is there some reference to the rules Player.IO uses in its inner implementation when transferring messages, or can somebody just write it down?
What I really want to know is, for each data type, what are the rules that define the number of bytes that will be sent.
I guess I could use WireShark to analyze the transport (and I will do it anyway at least to see if what I did help in decreasing the messages size), but it would require me to do a lot of tedious trial & error, it will take a long time, and I might end up with the wrong conclusions, so it would really help me a lot (and I think other developers too) to know that stuff.
Thanks.