[ENet-discuss] Question about peers

Thomas Johansson thomas at paradoxplaza.com
Fri Jun 17 00:15:40 PDT 2005


To continue Jame's second question. Does it affect preformance if I don't
set a maximum number?
/Thomas
----- Original Message ----- 
From: "LoneSock" <lonesock at gmail.com>
To: "Discussion of the ENet library" <enet-discuss at cubik.org>
Sent: Friday, June 17, 2005 2:32 AM
Subject: Re: [ENet-discuss] Question about peers


> Hi, James.
>
> I'm not entirely sure if I understand, so I'll just point out some things:
>
> 1) each ENetHost stores the list of peers already, in an array called
> "peers" (unexpected, I know [8^), so storing ENetPeer* in your array
> PlayerPeers is not necessary.
>
> 2) the ENetPeer has the data pointer available (as you already
> mentioned).  In fact, from this sentence, it seems you are already
> doing it:
> "I have put the player number in the peer->data field"
> I would probably just do a "event.peer.data = new int;" and store
> GameData.NumPlayers there.
>
> 3) When you set up your host, you can specify the maximum number of
> connections.  So this line:
> " if(GameData.NumPlayers < DAT_options.MaxNetPlayers)"
> isn't strictly necessary
>
> hope this helped,
> Jonathan
>
>
>
> On 6/15/05, James Bunting <nicedelta at yahoo.co.uk> wrote:
> > I am a little bit confused about how to link peers to each game player.
> >
> > I have an array of players containg all client player data and a single
> > ENetPeer*.  I have put the player number in the peer->data field.
> >
> > I am assuming that when I create each client peer on the server it
somehow
> > connects it to the server socket.
> >
> > Here is a more hands on example:
> >
> > while( enet_host_service( LocalHost, &event, 50) > 0)
> > {
> >     switch (event.type)
> >     {
> >          case ENET_EVENT_TYPE_CONNECT:
> >
> >          if(GameData.NumPlayers < DAT_options.MaxNetPlayers)
> >          {
> >                // * connect new player *
> >              MSG_Message("Client connected from %s",
event.peer->address);
> >
> >              GameData.NumPlayers++;
> >
> >              // set player peer (reassign peer pointer)
> >              PlayerPeers[ GameData.NumPlayers-1] = event.peer;
> >              event.peer = NULL;
> >
> >             // store player number in peer (so that we can tell where
> > packets came from)
> >            NET_BindPlayerNumberToPeer( PlayerPeers[
GameData.NumPlayers-1],
> > GameData.NumPlayers-1);
> >  ......
> >
> > You see I need to store the player number in each peer so that I can
> > determine which player the packet arrived from when calling
> > enet_host_serivce on the server.
> >
> > The big question is:
> > Is this a viable way of doing this or should I be doing things another
way
> > (I wanted to avoid storing player data in each "peer", if possible I
would
> > simply like to store the player number)?
> >
> > James.
> >
> >
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> >
>
>
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>
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