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			25 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. | ||
|  | 
 | ||
|  | */ | ||
|  | 
 | ||
|  | 
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