Thanks for your response Jay.

ENet does allocate some additional storage for each channel. I don't believe
it's a lot though (depending on your definition of 'a lot').

As I understand it, each channel is a separate queue. Maybe there is not much storage allocation going on as long as the queues remain empty, but I assume they'll start adding up once they are used.

I think you only really need the one channel.

Yes, I agree - but I can't avoid that game developers accidentally send data on other channels because they forget to check if the remote end is a game server. I also don't want players to be able to force opening lots of channels on the lobby server end by intercepting and changing outgoing packets in an attempt to bring a lobby server down. Because if there are hundreds or even thousands of connections, I fear the lobby server may get quite some work to do in terms of memory allocation and message processing on channels it doesn't really use for data exchange.

The value of channels for me was you could have higher priority traffic
routed through a specific channel and any further structure I imposed on the
data being sent was handled outside the networking library.

I agree and that's how I wish to implement it myself (different kinds of messages aren't spread across channels). But I want to leave it up to the game developers to change the number of channels to the requirements of their games.

Martin

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