Almost anything that doesn't look ike a valid ENet packet will be ignored.

Lee

M. Rijks wrote:
Thank you for your reaction Shawn.

Yes, I considered sending around UDP packets before getting ENet in the equation. However, I have a timing issue there. After the game server has punched through towards the client IP+port, I need to find an appropriate time for the client to initiate the ENet connection on the other end. But I don't exactly know if, or when, the server's punch packet arrives at the client. I can't wait for its arrival since the client's firewall may block it entirely. So there is the risk that when I finally tell the client to initiate its connection to the server, it first receives the UDP packet that was used to merely punch the server-end hole. It will most likely contain data that will make no sense to the client, throwing off ENet's connection protocol.

Maybe I should change my question into "what kind of UDP packet content will ENet happily ignore when waiting for the connection to establish?" :)

Cheers,

Martin


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