Hi, I have a bit of an overly technical enet implementation question, so apologies in advance.
Long story short, I've been going through and doing some work to make an older game of mine pass Intel's power use certification tests. To do that, you run Intel's Power Checker tool alongside your app/game: http://software.intel.com/en-us/software-assessment?&paneltab[tabs-28-main]=pid-252-28#pid-252-28 The older game is totally single player game that doesn't use networking at all. That said, I was investigating one of my fail points (timer precision) by running my new games client and server, where I noticed even the server (without any graphics at all) was also using a 1ms precision. A bunch of digging later, I found a "timeBeginPeriod (1);" call inside win32 implementation of enet_initialize. My question is: How important is timer precision to enet's overall implementation? I realize that's a vague question, so let me clarify. Raising (or not changing) the timer precision means calls to timeGetTime() will simply not return new numbers until the timer period has passed. So, if the Windows default of 15ms is used, no matter how many times you call it during those 15ms, it will not change. For reference, timeGetTime is used inside enet_time_get and enet_time_set, so that's how it affects enet. So a better question: What would a lower precision timer break in enet? Like, is the time used in any way that may delay packets? Or is it purely statistical, like it will just ruin our frame of reference on when a packet was sent/received? Thanks, Mike Kasprzak Sykhronics Entertainment www.sykhronics.com _______________________________________________ ENet-discuss mailing list [email protected] http://lists.cubik.org/mailman/listinfo/enet-discuss
