[ENet-discuss] Verifying no reliable packets left

Mark Palkow palkow at daviko.com
Wed May 6 05:36:55 PDT 2009


I check, if ((enet_list_size (& peer -> outgoingReliableCommands)==0) &&
(enet_list_size (& peer -> sentReliableCommands)==0))
to get that information.
Regards
Mark

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-----Ursprüngliche Nachricht-----
Von: enet-discuss-bounces at cubik.org [mailto:enet-discuss-bounces at cubik.org]
Im Auftrag von Ruud van Gaal
Gesendet: Mittwoch, 6. Mai 2009 14:22
An: enet-discuss at cubik.org
Betreff: [ENet-discuss] Verifying no reliable packets left

Hi,

I'm trying to use ENet to reliably send some game settings to a client
before I start the game. For example (pseudo-code):
send("car f1");
send("track zandvoort");

These are sent through a console ENet link, like script commands. However,
the command to start the game is sent on a separate UDP link (legacy
issues).
So my problem is that I need to determine that all reliable packets have
been sent to the server, and that they have all been received
(acknowledged).

Is there a function in ENet that will tell whether there are no reliable
packets yet to be acknowledged? That way, if I call this function and it
returns 0, I can assume that all setting packets have arrived at the client,
and I can start the game.

Thanks,
Ruud

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