mirror of
https://github.com/lsalzman/enet
synced 2024-11-21 14:29:05 -07:00
24 lines
911 B
Text
24 lines
911 B
Text
/**
|
|
@page FAQ Frequently Answered Questions
|
|
|
|
@section Q1 Is ENet thread-safe?
|
|
|
|
ENet does not use any significant global variables, the vast majority
|
|
of state is encapsulated in the ENetHost structure. As such, as long
|
|
as the application guards access to this structure, then ENet should
|
|
operate fine in a multi-threaded environment.
|
|
|
|
@section Q2 Isn't ENet just re-inventing TCP?! What's the point?
|
|
|
|
In a perfect world, that would be true. But as many have found, using
|
|
TCP either in lieu of or in conjunction with UDP can lead to all kinds
|
|
of nightmares. TCP is a good, solid protocol, however it simply isn't
|
|
up to the task of real-time games. Too much of TCP's implementation
|
|
dictates a policy that isn't practical for games. If you want to use
|
|
TCP, then do so -- this library is for people that either don't want
|
|
to use TCP or have tried and ended up being discouraged with the
|
|
performance.
|
|
|
|
*/
|
|
|
|
|