Hi,

That is correct, it's on the client side. Let me answer this a little less
quickly: in my client class I have:

if(event.type==ENET_EVENT_TYPE_CONNECT)
...
        // Get a client ID from ENet internals
        id=event.peer->outgoingPeerID+QNServer::BASE_ID;

(I actually use an offset to avoid using the 'id' as an offset in array;
they should be id's, not indices if you get a little more complex)

In the server class indeed I use 'incomingPeerID' to store information
about the client:

if(event.type==ENET_EVENT_TYPE_CONNECT)
...
      // Add client to this server
      Client *c=&client[clients-1];
      c->id=event.peer->incomingPeerID+QNServer::BASE_ID;

Cheers,
Ruud


On Fri, Mar 2, 2018 at 5:27 PM, shinyclaw <shinyc...@op.pl> wrote:

> Thanks Ruud, I assume that this is the case on the client side? On the
> server side, it should be event.peer->incomingPeerID?
>
> W dniu 2018-03-02 16:29:36 użytkownik Ruud van Gaal <r...@racer.nl>
> napisał:
>
> I use event.peer->outgoingPeerID.
>
> Ruud
>
> On Fri, Mar 2, 2018 at 2:23 PM, shinyclaw <shinyc...@op.pl> wrote:
>
> Hi all, I'm trying to write a simple client-server game using ENet. I have
> a small problem with client's identification using enet_host_service()
> method. Each new client that connects to the server should have a unique
> netID, so later the server knows who is talking to him. But how can I
> achieve that? On the server, when receiving ENET_EVENT_TYPE_CONNECT event
> should I assign event.peer to newly created GameObject? Or use
> event.peer->outgoingPeerID or incomingPeerID? Or peer.sessionID? Or
> something else? Thanks for any help!
>
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>
>
>
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