[ENet-discuss] Verifying no reliable packets left

Lee Salzman lsalzman1 at cox.net
Wed May 6 13:44:35 PDT 2009

The most straightforward way is to have the client send an 
acknowledgement packet back to the server after it has received all the 
necessary data from the server. Then you need to nothing more than wait 
for this acknowledgement packet. You don't need to do anything tricky or 
with ENet internals for this.

Ruud van Gaal wrote:
> 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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