I check, if ((enet_list_size (& peer -> outgoingReliableCommands)==0) && (enet_list_size (& peer -> sentReliableCommands)==0)) to get that information. Regards Mark
........................................................................ daviko - Gesellschaft für digitale audiovisuelle Kommunikation mbH www.daviko.com ........................................................................ Am Borsigturm 50 | 13507 Berlin, Germany Telefon: +49 (0) 30-43004344 | Fax: +49 (0) 30-43004355 ........................................................................ Geschäftsführung: Hans Cycon, Mark Palkow HRB 79421 | Amtsgericht Charlottenburg ........................................................................ -----Ursprüngliche Nachricht----- Von: [email protected] [mailto:[email protected]] Im Auftrag von Ruud van Gaal Gesendet: Mittwoch, 6. Mai 2009 14:22 An: [email protected] Betreff: [ENet-discuss] Verifying no reliable packets left Hi, I'm trying to use ENet to reliably send some game settings to a client before I start the game. For example (pseudo-code): send("car f1"); send("track zandvoort"); These are sent through a console ENet link, like script commands. However, the command to start the game is sent on a separate UDP link (legacy issues). So my problem is that I need to determine that all reliable packets have been sent to the server, and that they have all been received (acknowledged). Is there a function in ENet that will tell whether there are no reliable packets yet to be acknowledged? That way, if I call this function and it returns 0, I can assume that all setting packets have arrived at the client, and I can start the game. Thanks, Ruud _______________________________________________ ENet-discuss mailing list [email protected] http://lists.cubik.org/mailman/listinfo/enet-discuss _______________________________________________ ENet-discuss mailing list [email protected] http://lists.cubik.org/mailman/listinfo/enet-discuss
