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Fix k_nSteamNetworkingSend_UnreliableNoDelay docs to match actual behavior - #426

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Fix k_nSteamNetworkingSend_UnreliableNoDelay docs to match actual behavior#426
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The docs for k_nSteamNetworkingSend_UnreliableNoDelay promise that a message will be dropped if enough data is already queued that it would not be placed on the wire in the next ~200ms or so. As reported in #399, that check was never implemented (there is a FIXME in SNP_SendMessage), so this updates the comment to describe what actually happens: the message is only dropped while the connection is not fully connected (returning k_EResultIgnored); otherwise it is queued as usual, subject to the ordinary send buffer limit.

Fixes #399

🤖 Generated with Claude Code

…avior

The documentation promised that a message would be dropped if enough data
was already queued that it would not be placed on the wire in the next
~200ms or so.  That check was never implemented (there is a FIXME in
SNP_SendMessage), so the docs now describe what actually happens: the
message is only dropped while the connection is not fully connected;
otherwise it is queued as usual, subject to the ordinary send buffer
limit.

Fixes ValveSoftware#399

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Isn't k_nSteamNetworkingSend_UnreliableNoDelay Implemented?

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