| 
                Last change
                  on this file since 10656 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
           | 
      
      
        
  | Line |   | 
|---|
| 1 | /** | 
|---|
| 2 |  @page FAQ Frequently Answered Questions | 
|---|
| 3 |  | 
|---|
| 4 | @section Q1 Is ENet thread safe? | 
|---|
| 5 |  | 
|---|
| 6 | ENet does not use any significant global variables, the vast majority | 
|---|
| 7 | of state is encapsulated in the ENetHost structure.  As such, as long | 
|---|
| 8 | as the application guards access to this structure, then ENet should | 
|---|
| 9 | operate fine in a multithreaded environment. | 
|---|
| 10 |     | 
|---|
| 11 | @section Q2 Isn't ENet just re-inventing TCP?!  What's the point? | 
|---|
| 12 |  | 
|---|
| 13 | In a perfect world, that would be true.  But as many have found, using | 
|---|
| 14 | TCP either in lieu of or in conjunction with UDP can lead to all kinds | 
|---|
| 15 | of nightmares.  TCP is a good, solid protocol, however it simply isn't | 
|---|
| 16 | up to the task of real-time games.  Too much of TCP's implementation | 
|---|
| 17 | dictates a policy that isn't practical for games.  If you want to use | 
|---|
| 18 | TCP, then do so -- this library is for people that either don't want | 
|---|
| 19 | to use TCP or have tried and ended up being discouraged with the | 
|---|
| 20 | performance. | 
|---|
| 21 |  | 
|---|
| 22 | */ | 
|---|
| 23 |  | 
|---|
| 24 |  | 
|---|
       
      
      Note: See 
TracBrowser
        for help on using the repository browser.