Hi all, I'm relatively new to ENet though it's been going great so far.
I'm developing a game where I'm planning to use a 64-bit (non-ISO) UUID per player. I would like to ensure minimal traffic / immediate rejection when a client is blacklisted, so that they cannot hammer the server. The ideal situation would be to send this UUID in the initial connection request i.e. enet_host_connect() to the game host, as the "data" field; however, this field is 32-bit in Lee's implementation, so I am considering forking ENet and adapting this field for 64-bit. Questions: (1) Has anyone done this already? (2) Should it be relatively straightforward? (3) What knock-on effects might this have on bandwidth management etc.? Ultimately, is there anything to strongly disrecommend this approach? Thanks in advance, -- Nick
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