Last change
on this file since 7433 was
7328,
checked in by adrfried, 14 years ago
|
original enet source included
|
-
Property svn:executable set to
*
|
File size:
910 bytes
|
Rev | Line | |
---|
[7328] | 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.