| Last change
                  on this file since 10181 was
                  7459,
                  checked in by adrfried, 15 years ago | 
        
          | 
Merged ipv6 branch
 
Orxonox now includes a modified version of ENet 1.3.0
 | 
        
          | 
              
                  Property svn:eol-style set to
                  native | 
        | File size:
            910 bytes | 
      
      
        
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| 1 | /** | 
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| 2 | @page FAQ Frequently Answered Questions | 
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| 3 |  | 
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| 4 | @section Q1 Is ENet thread safe? | 
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| 5 |  | 
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| 6 | ENet does not use any significant global variables, the vast majority | 
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| 7 | of state is encapsulated in the ENetHost structure.  As such, as long | 
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| 8 | as the application guards access to this structure, then ENet should | 
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| 9 | operate fine in a multithreaded environment. | 
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| 10 |  | 
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| 11 | @section Q2 Isn't ENet just re-inventing TCP?!  What's the point? | 
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| 12 |  | 
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| 13 | In a perfect world, that would be true.  But as many have found, using | 
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| 14 | TCP either in lieu of or in conjunction with UDP can lead to all kinds | 
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| 15 | of nightmares.  TCP is a good, solid protocol, however it simply isn't | 
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| 16 | up to the task of real-time games.  Too much of TCP's implementation | 
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| 17 | dictates a policy that isn't practical for games.  If you want to use | 
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| 18 | TCP, then do so -- this library is for people that either don't want | 
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| 19 | to use TCP or have tried and ended up being discouraged with the | 
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| 20 | performance. | 
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| 21 |  | 
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| 22 | */ | 
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| 23 |  | 
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| 24 |  | 
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