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Comment by sapphyrus

9 hours ago

They didn't explain those in detail because they didn't implement these concepts themselves. The GameNetworkingSockets library (and most likely also the internal network backend that was mentioned) provides them: > A reliability layer significantly more sophisticated than a basic TCP-style sliding window. It is based on the "ack vector" model from DCCP (RFC 4340, section 11.4) and Google QUIC and discussed in the context of games by Glenn Fiedler. The basic idea is for the receiver to efficiently communicate to the sender the status of every packet number (whether or not a packet was received with that number). By remembering which segments were sent in each packet, the sender can deduce which segments need to be retransmitted. https://github.com/ValveSoftware/GameNetworkingSockets