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! > > _______________________________________________ > ENet-discuss mailing list > ENet-discuss@cubik.org > http://lists.cubik.org/mailman/listinfo/enet-discuss > > > > _______________________________________________ > ENet-discuss mailing list > ENet-discuss@cubik.org > http://lists.cubik.org/mailman/listinfo/enet-discuss > >
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