Hi Lee, First of all thanks for a great library.
Well then how else to describe the behaviour of sending a message reliably (becomes reliable since too big to not be fragmented) and then when I have all good connection players we all enjoy good steady FPS and when one laggy and bad quality connection player connects all of us get to share his lag? I know that the server receives a steady stream from all players inputs (sent as unreliable) as on the server machine the updates are smooth. Also another thing, sometimes packets are sent before ENET_EVENT_TYPE_CONNECT, so I moved all my player book keeping to be strictly in the ENET_EVENT_TYPE_RECEIVE. It only happens on a MacBook Pro though, iPad and Windows seem to play fair :-) Pablo On Mon, Feb 23, 2015 at 11:26 PM, Lee Salzman <[email protected]> wrote: > That is... confused. Each peer has its own independent set of channels. > There is no such thing as a global channel. > > On Sun, Feb 22, 2015 at 3:18 PM, Pablo de Heras Ciechomski < > [email protected]> wrote: > >> Hi Mokhtar, >> >> Seems throttling does nothing to change that. Maybe the EnetSockets fix >> that? Is there something more higher level than peer in the protocol. To me >> it seems that all peers share the same channel (also written in the >> tutorial) so basically sending a message reliably on a special channel >> should not then block all but then this means we need as many channels as >> there are peers? In this way to allocate a channel index to a peer "index" >> such that whatever goes on that channel the peer only blocks himself. This >> would I guess require that all that connect also allocate as many channels >> as there are maximum peers. Seems overkill to me. >> >> Makes sense? Am I over complicating things? Too hackish? >> >> Regards, >> >> Pablo >> >> On Sun, Feb 22, 2015 at 3:40 PM, Mokhtar Naamani < >> [email protected]> wrote: >> >>> Hi Pablo, >>> It's interesting point that you raised. >>> I'm using enet in a chat application, and I'm also concerned about >>> making sure sending reliable packets to a peer does not block or delay >>> packet delivery to other peers. >>> Would we have to disable throttling to do this? >>> >>> I wonder is this a feature of enet since it was designed primarily for >>> use in a game engine to keep peers in sync with game data from the server >>> and with each other? >>> >>> Regards >>> >>> Mokhtar >>> >>> >>> On Sunday, February 22, 2015, Pablo de Heras Ciechomski < >>> [email protected]> wrote: >>> >>>> Is there a way to do that in ENet to send reliable packets to >>>> individual peers such that the packets do not "block" all outgoing reliable >>>> packets to other peers? Or is it rather that I filled up some maximum >>>> buffer size of reliable data that can exist at the same time? >>>> >>>> That I still have not understood. >>>> >>>> Pablo >>>> >>>> On Sun, Feb 22, 2015 at 1:10 AM, Pablo de Heras Ciechomski < >>>> [email protected]> wrote: >>>> >>>>> Yet again I win the Internet... >>>>> >>>>> So I answer my own question. Indeed as I feared when larger packets >>>>> than the MTU are sent, they are sent reliably. Arghhhhhh... >>>>> >>>>> ENET_PACKET_FLAG_UNRELIABLE_FRAGMENT : packet will be fragmented using >>>>> unreliable (instead of reliable) sends if it exceeds the MTU >>>>> >>>>> Sorry for the signal to noise distortion :-) >>>>> >>>>> Pablo >>>>> >>>>> On Sun, Feb 22, 2015 at 1:03 AM, Pablo de Heras Ciechomski < >>>>> [email protected]> wrote: >>>>> >>>>>> Is it because I should allow fragmentation too? Meaning that if I >>>>>> don't allow fragmentation a packet that has not yet arrived will stall >>>>>> the >>>>>> others? All packets are sent unreliable. >>>>>> >>>>>> So confused now, >>>>>> >>>>>> Pablo >>>>>> >>>>>> On Sun, Feb 22, 2015 at 1:00 AM, Pablo de Heras Ciechomski < >>>>>> [email protected]> wrote: >>>>>> >>>>>>> Hello Lee, hello all, >>>>>>> >>>>>>> I have a streaming server where I have a rather high outgoing >>>>>>> bandwidth (14Mbit) and I set the server and client to 0 limit that is >>>>>>> unlimited or no bandwidth limitation. I have several clients connecting >>>>>>> on >>>>>>> LAN and at most if one gets lagged behind that is that (a low end >>>>>>> machine >>>>>>> that has to cope with the bandwidth but it does not affect the rest). >>>>>>> Now >>>>>>> the weird part. I told a friend of mine to connect from the other side >>>>>>> of >>>>>>> the globe and all of a sudden both of us are lagged. I see on the server >>>>>>> that it gets updated and indeed generates the data as it should but now >>>>>>> both of us are throttled to the very limited bandwidth of my friend >>>>>>> even if >>>>>>> my other client is on the LAN. I am sending >>>>>>> with ENET_PACKET_FLAG_UNSEQUENCED so neither of us should be affected by >>>>>>> the other (waiting for a packet to arrive). What gives? I tried it to >>>>>>> someone geographically not far away and it was smooth. >>>>>>> >>>>>>> The packets are large and unreliable and broadcasted (tried it >>>>>>> sending to individual peers but it did not change a thing). >>>>>>> >>>>>>> Confused, >>>>>>> >>>>>>> Pablo >>>>>>> >>>>>> >>> _______________________________________________ >>> 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 >> >> > > _______________________________________________ > ENet-discuss mailing list > [email protected] > http://lists.cubik.org/mailman/listinfo/enet-discuss >
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