You are doing something very, very wrong somewhere that you are not explaining somehow.

I quote from the top of enet_peer_send:

int enet_peer_send (ENetPeer * peer, enet_uint8 channelID, ENetPacket * packet)
{
   ...
   if (peer -> state != ENET_PEER_STATE_CONNECTED ||
       channelID >= peer -> channelCount)
     return -1;
   ...
}

Your problem lies elsewhere.

On 10/29/2010 07:41 AM, fuzzy wrote:
Hi guys,

I already KNOW that your application is best to track its own online and offline status, but I am curious.

Does enet have some sort of internal status for being connected or not in a client / ENetPeer? The reason being - If you call for example, enet_peer_send, or broadcast -* It hard crashes.*

Is it a plausible feature that instead of crashing it can ignore the packet and perhaps return a -1, print an error, or anything more graceful than a crash? Is it something the internal system can take care
of or is there a reason for this current behavior?

Thanks!
Sven

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