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Provide API to pool `CSteamNetworkingMessage`

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难度
5/5
预计耗时
一周以上
新手友好度
35/100
Issue 类型
功能
描述清晰度
基本清楚
活跃度
停滞
技术栈
cpp
领域
networking

调研方向

首先查看 src/steamnetworkingsockets/clientlib/steamnetworkingsockets_connections.cpp 中 CSteamNetworkingMessage 附近的代码,包括 AllocateMessage()、m_links 和 m_linksSecondaryQueue。跟踪公开的 m_pfnRelease 和 m_pfnFreeData API,并考虑如何对已分配消息和已接收消息同时进行池化。完成的标准是,API 提供一种受支持的方式来复用消息结构,而不依赖私有字段或布局假设。

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描述

enhancement

It seems that CSteamNetworkingMessage doesn't pool messages.
This means that for each call to ISteamNetworkingUtils::AllocateMessage(), it dynamically allocates 264 bytes structure (on 64-bit environments).
This could be slow if you need to send loads of messages frequently.

I tried providing my own version of AllocateMessage() that allocates a message from my own pool, and initialize the CSteamNetworkingMessage properly.
But I realized you can't do that, because there's no way to initialize CSteamNetworkingMessage's private fields: m_links & m_linksSecondaryQueue
(Well, technically, I can just memset(msg, 0, 264) to initialize the hidden fields...
But not only that's UB, I can't tell if Steamworks SDK version of the message uses the same CSteamNetworkingMessage under the hood.)

It would be nice if there's an way to pool the message structure itself with the exposed m_pfnRelease,
like you can with m_pfnFreeData for the payloads.

Also, it would be great if you can also pool the message structure for the received messages too.

主要语言
C++
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