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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