[ENet-discuss] What about a custom packet pattern?
Daniel Aquino
mr.danielaquino at gmail.com
Thu Apr 14 04:42:28 PDT 2011
Doesn't sound right to me. Your hard coding enet into only having the
ability to create packets with voice data shoved onto them. That's not very
flexible.
You can put any data you want into the packet so nothing stops you from
making all your packets in the desired format.
But the whole point of channels is to separate such data and treat them
differently.
Normally for voice packets you would send them on their own channel using
unreliable + sequenced. This way late packets would be dropped which is
desired for voice.
Also Enet is not going to send a physical udp packet until you flush the
host. So if you were to send a game packet and then send a voice packet and
call flush they would both end up in the same udp packet on the wire.
On Thu, Apr 14, 2011 at 6:40 AM, Sergio Martin <
smartin at freedomfactorystudios.com> wrote:
> Hi,
>
> In order to meet our client custom network requirement, I need to send each
> UDP packet data as following:
>
> [ size_of_game_data ] [ game_data ] [ voice_data ]
>
>
> How difficult would be to modify ENet behaviour to meet that pattern?
> I'm not sure how to deal with ENet's packet fragmentation.
>
> I'm thinking of adding to ENetPacket struct two new variables:
> enet_uint8 * voiceData; /**< allocated voice data for packet */
> size_t voiceDataLength; /**< length of voice data */
>
> Change: enet_packet_create (const void * data, size_t dataLength,
> enet_uint32 flags)
> To this: enet_packet_create(const void * data, size_t dataLength, const
> void * voiceData, size_t voiceDataLength, enet_uint32 flags)
>
> And then modify the rest of ENet to support it.
>
>
> Is this the correct approach?
>
>
> Best Regards,
> Sergio Martin.
>
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>
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