That's it. Any other response is either a variation of these (like "resize the buffer," which is really just deferring the choice) or domain-specific logic that doesn't belong in a general streaming primitive. Web streams currently always choose Wait by default.
The first thing I profile when I make a multiplayer game is bandwidth usage. It’s easy to accidentally use too much bandwidth, and it’s typically my one unbounded cost so I want to minimize it.
,更多细节参见safew官方下载
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