nn::rdt::CTR::Sender::Process Member Functionnn::Result Process( void );
None.
ResultNotInitialized, and ResultResetReceived, as well as other result codes that can be returned by the UDS API. Proceeds with communication. The actual communication takes place within this function.
This function must be called at least at intervals of each game frame (must be less than 50 msec) until the application calls Finalize. Applications must call this function at intervals of at least once every game frame. In scenarios where real data is sent and received, you can sometimes improve the sending/receiving performance by calling this function several times in a row. Although a single call to this function will only send about 1400 bytes at most, you can send more data than this by using Send to write a large amount of data to the RDT library's internal send buffer, then calling this function multiple times. See the ServerClient sample demo for more specific details about settings. Do not call other member functions (such as Send) while this function is running. In that case, behavior is not guaranteed. State transitions of Sender instances are also handled within this function.
Depending on the state of communications, nn::uds::CTR::ResultBufferIsFull might also be returned. When this happens, the outgoing data has been lost by the UDS layer but the RDT will check if the appropriate data has arrived and will resend the data if it cannot verify arrival, so you can safely ignore when nn::uds::CTR::ResultBufferIsFull is returned by this function.
ResultBufferIsFull.CONFIDENTIAL