[ENet-discuss] ENet-discuss Digest, Vol 75, Issue 5

Nuno Silva little.coding.fox at gmail.com
Sat Aug 15 00:50:25 PDT 2009


Or you can create a separate host that'll constantly broadcast, like once
every 3 seconds, the server's information (IP, Port, Server Name, "game
ID").
That way the clients will get the connection information only, instead of
trying to connect to a broadcasting host.

On Sat, Aug 15, 2009 at 1:21 AM, <dean.enet at codeka.com> wrote:

> > Thanks for the replies. I do seem to have had some success
> > with setting the server with:
> >
> > address.host = ENET_HOST_ANY;
> >
> > And then the client as     address.host = ENET_HOST_BROADCAST;
> >
> > Once connected it seems to work fine, but it does seem flaky
> > to connect sometimes. I've also found that decreasing the
> > timeout time for the client seems to have improved matter
> > eg enet_host_service(sClient, &event, 100) (from like 5000).
>
> I'm not sure it's really a good idea to be using ENet to do broadcasts. The
> problem is if there happens to be two hosts on the local network listening
> on the same port, they're *both* going to get the connection request and
> that's obviously going to confuse the client. Even if you establish a
> connection to one host, if another one comes up while you're still talking
> to the first, it's going to be confused as well, since it'll think you're
> talking to it.
>
> I think the best solution is as Emmanuel said: you just do a single packet
> broadcast (using normal sockets, not ENet) "are there any servers?" then
> the
> servers can respond (with a broadcast of their own) "I am at IP w.x.y.z".
> Then you can do a normal ENet connection to w.x.y.z. That way you don't
> have
> to worry about multiple servers being on the local network or anything like
> that.
>
> Dean.
>
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