Amazingly late 6-years-later inquiry: Do you have any updates on this? "I 
seem to remember that in my last support mail thread with Kevin Jenkins he 
mentioned a way to run the update loop without threading"

My developers are having some struggles with RakNet > Emscripten due to the 
multithreading.

On Monday, July 7, 2014 at 2:10:15 PM UTC-4 Floh wrote:

> Yes, NaCl has separate socket wrapper classes (PP::UDPSocket etc...) and 
> doesn't try to emulate the common socket API (unless that's changed 
> recently).
>
> It looks like RakNet has a socket wrapper class which handles platform 
> specifics (see RakNetSocket2_XXX: 
> https://github.com/OculusVR/RakNet/tree/master/Source), and I know that 
> there's at least one thread which does the send/recv for open connections 
> (search for UpdateNetworkLoop and RakThread: 
> https://github.com/OculusVR/RakNet/blob/master/Source/RakPeer.cpp) but 
> the important threaded stuff seems to be isolated in a 
> RakPeer::RunUpdateCycle() call (the thread just calls this repeatedly), and 
> I seem to remember that in my last support mail thread with Kevin Jenkins 
> he mentioned a way to run the update loop without threading but I need to 
> dig this out from my mail archives.
>
> -Floh.
>
> Am Montag, 7. Juli 2014 19:48:30 UTC+2 schrieb Alon Zakai:
>
>> Interesting!
>>
>> This should just work if it uses async unix sockets, hopefully that's the 
>> case. I wonder why they needed to port to NaCl? I guess because they have 
>> their own APIs for everything?
>>
>> - Alon
>>
>> On Mon, Jul 7, 2014 at 8:40 AM, Floh <[email protected]> wrote:
>>
> RakNet has been aquired by OculusVR and is now on github under an open 
>>> source license:
>>>
>>> https://github.com/OculusVR/RakNet
>>>
>>> The low-level feature set is similar to ENET (guaranteed messaging over 
>>> UDP), but it also has a number of higher level features (voice chat, object 
>>> replication, RPC, etc...). We're using RakNet for 5 years now and it is a 
>>> solid and low-overhead messaging library, it's also used in many other game 
>>> projects, and as far as I know it is also the networking layer in the Unity 
>>> engine.
>>>
>>> The most exciting thing to me is that open-sourcing the lib could enable 
>>> an emscripten port (there is already a Native Client port which probably 
>>> could be used as a starting point).
>>>
>>> It's probably also a good idea to create a "RakNet lite" which doesn't 
>>> have all the high-level bells'n'whistles (connection management and 
>>> messaging are the really important features imho).
>>>
>>> Cheers,
>>> -Floh.
>>>
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