Hey all,

Is it possible for anyone to give a brief overview of the feature purpose of channels within ENet? I'd like to discover the real concept behind them to in/validate the idea I have for using them. I don't want to abuse the channeling system with what I intend to do, especially if they weren't meant for it.

Without loss of generality, I'd like to use different channels to send different types of information. The application I'm working with (like many who've posted before), happens to be a fledgling online-game. I'd like to be able to send different basic subsets of data via different channels (e.g., login through channel 0, character lists through channel 1, movement updates through 2, etc.). I'm using common structs inside a wrapper library on both client and server side applications, so it isn't a big deal to capture the type/make-up of the struct on both ends (easily done with a simple memcpy!). It seems as though structs are the most efficient way of sending data back and forth between apps. Is this idea of separation of information involved in what channels were originally designed to handle (my hunch says no)?

Also, if different channels for different structs shouldn't be my solution, does anyone have any advice on how I should handle varying types of common information being sent to and fro?

Thanks in advance for any comments/advice/instruction.

Cheers,
Alex
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