[ENet-discuss] Identifying clients

2018-03-02 Thread shinyclaw
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

Re: [ENet-discuss] Identifying clients

2018-03-02 Thread shinyclaw
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

Re: [ENet-discuss] Identifying clients

2018-03-03 Thread shinyclaw
' 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

[ENet-discuss] Separating incoming from outgoing

2018-03-16 Thread shinyclaw
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();

Re: [ENet-discuss] Separating incoming from outgoing

2018-03-17 Thread shinyclaw
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

[ENet-discuss] Different tickrate on server and client

2018-04-10 Thread shinyclaw
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