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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11598 178a84e3-b1eb-0310-8ba1-8eac791a3b58
25 lines
910 B
Plaintext
25 lines
910 B
Plaintext
/**
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@page FAQ Frequently Answered Questions
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@section Q1 Is ENet thread safe?
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ENet does not use any significant global variables, the vast majority
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of state is encapsulated in the ENetHost structure. As such, as long
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as the application guards access to this structure, then ENet should
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operate fine in a multithreaded environment.
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@section Q2 Isn't ENet just re-inventing TCP?! What's the point?
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In a perfect world, that would be true. But as many have found, using
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TCP either in lieu of or in conjunction with UDP can lead to all kinds
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of nightmares. TCP is a good, solid protocol, however it simply isn't
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up to the task of real-time games. Too much of TCP's implementation
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dictates a policy that isn't practical for games. If you want to use
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TCP, then do so -- this library is for people that either don't want
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to use TCP or have tried and ended up being discouraged with the
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performance.
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*/
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