Is there any support for a reliable unsequenced channel? My idea is to have a channel in which you can send packets that do not get blocked by other packets.
For instance if I send a packet about a missile being shot then nothing should block that packet from being delivered to the application instantly.... I really don't want to have to create numerous channels for every single type of packet as to reduce the chance of blocking other packets.... --------- Also is it true that by default a packet is unreliable and sequenced? --------- My best ideas on what each type of transfer mode is best used for: unreliable sequenced: Player position updates, voice packets etc... unreliable unsequenced: Keep Alives, pings ??? reliable sequence: data transfer reliable unsequenced: independant packets, weapon fire, drop mines Just trying to get my head around this...
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