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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