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
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 napisał:
I use event.peer->outgoingPeerID.
Ruud
On Fri, Mar 2, 2018 at 2:23 PM, shinyclaw wrote:
Hi al
' 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 wrote:
Tha
Hi all! Can I separate the process of capturing incoming packet from sending
them? Now, when I call enet_host_service(), the function process all incoming
packets and sends all queued packets. What I want to achieve exactly is to
separate this two processes like this:
ProcessIncomingPackets();
t process, and it
> can't be straightforwardly staged like you show.
>
> On Fri, Mar 16, 2018 at 6:35 AM, shinyclaw wrote:
> > Hi all! Can I separate the process of capturing incoming packet from
> > sending them? Now, when I call enet_host_service(), the function proc
Hi all,
I have a server that is calling enet_host_service() at 10Hz and a client that
is calling enet_host_service() at 60Hz. Now, in my understanding, the client
must wait for the server to receive the packets. How exactly this is done? Are
the packets flying from the client to the server and b