Hi, all.

I have written a very noddy little game mainly to test my game architecture 
library. It does very little, and I haven't checked, but I don't think there is 
an awful lot of network traffic going through ENet. Both server and client are 
running on the same Linux VM.

After playing the game for a very short while, I get a connection failure in 
the game client. enet_host_service() is returning -1, and upon investigation 
enet_protocol_receive_incoming_commands() is dropping through to the bottom and 
catching the "return -1" statement there.

Why might this be happening?
Why does the function return -1 rather than 0 as the default?
What sort of debugging do i need to do to investigate further?


I'm not asking for any psychic abilities here. I just need general information. 
E.g. is this likely to happen by the server sending lots and lots of packets? 
Or by sending big packets? Or not enough packets? Is it caused when the server 
is asked to send a fairly big packet and it gets cut in half on the send and 
the server isn't calling enet_host_service() frequently enough to process all 
of it or something? That -1 return must be there for a reason and presumably 
one of the developers (who is hopefully on this mailing list) knows what it is.


Many thanks.

Alastair.
_______________________________________________
ENet-discuss mailing list
[email protected]
http://lists.cubik.org/mailman/listinfo/enet-discuss

Reply via email to