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MTU for channel 0 , is soooooooooo big #18

@sgyli7

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@sgyli7

As in your code :FishNet/Plugins/FishySteamworks/FishySteamworks.cs
private void CreateChannelData()
{
_mtus = new int[2]
{
1048576,
1200
};
}

which the channel 0 MTU is soooooo big, far more than normally 1200 . I think it would only support LAN . For weak network environment, i think it may cost message blocking.
Is there any reason for this design ?

Recenly , I always receive Steam 's error log :
Could not send: k_EResultLimitExceeded. Event I change the window size to VertLarge (1.5M)

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