nn::rdt::CTR::Receiver::Process Member Functionnn::Result Process( void );
None.
ResultNotInitialized, and ResultResetReceived might be returned, 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. 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 receive about 1400 bytes at most, you can receive more data by calling it multiple times. See the ServerClient sample demo for more specific details about settings. Do not call other member functions (such as Receive) while this function is running. In this case, behavior is not guaranteed. State transitions of Receiver instances are also handled within this function.
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