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                Last change
                  on this file since 8809 was
                  7459,
                  checked in by adrfried, 15 years ago
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Merged ipv6 branch 
 
Orxonox now includes a modified version of ENet 1.3.0 
 
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              - 
                  Property svn:eol-style set to
                  
native
               
             
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            File size:
            910 bytes
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  | Rev | Line |   | 
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| [7328] | 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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