The messaging protocol that ProudNet provides is as followed.
Reliable messaging | Sending/receiving time of message between hosts could take longer than unreliable. But, it guarantees the arrival of message in orderly fashion. |
Unreliable messaging | Sending/receiving time of message between hosts takes short than reliable but it could mess up the order of arrival and delivery. |
Developer can insert a parameter of RMI function call after selecting one of protocols above.
Generically the game uses reliable method. But if there are any RMIs filled with a shower of events (which really doesn't bother if some get lost during the transaction.), it is better to use unreliable for them.
Reference