[ENet-discuss] A query about channels
Ruud van Gaal
ruud at racer.nl
Sun Jan 17 08:52:43 PST 2010
I thought that unreliable packets would get through, even if reliable
messages are sent on the same channel inbetween?
I can see the need for reliable packets to be sequenced, thus delayed, but
unreliable packets coming in shouldn't need to be delayed by a reliable
packet inbetween (on the same channel), should it?
If so, I will make adjustment to put all my reliable packets on another
channel (I currently just use 1 channel).
Ruud
> -----Oorspronkelijk bericht-----
> Van: enet-discuss-bounces at cubik.org
> [mailto:enet-discuss-bounces at cubik.org] Namens Lee Salzman
> Verzonden: Sunday, January 17, 2010 16:56
> Aan: Discussion of the ENet library
> Onderwerp: Re: [ENet-discuss] A query about channels
>
> Yes, it's not really about sending different types of data,
> so much as it is differing latency needs of data. If I am
> sending truckloads of unreliable packets on one channel,
> sending even occasional reliable messages in that channel
> might cause a stall, so segregating it allows me to prevent
> that stall. That said, the number of channels should still be
> kept within reason. Pretty much the entire point of ENet is
> sending data within less latency than TCP by allowing you to
> turn off stuff in TCP you normally couldn't.
>
> Lee
>
> Ruud van Gaal wrote:
> > My idea of channels is that they separate streams of
> reliable packets.
> > So for example if you have 2 events, one being a chat
> message and the
> > other being a player damage event, you'd probably want both
> to get there reliably.
> > However, if you put both on different channels, a delayed
> chat message
> > won't interfere with the damage event, and your gameplay
> might suffer
> > less if the damage packet was delivered (and the chat
> failed the first time).
> >
> > Cheers,
> > Ruud
> >
> >
> >> -----Oorspronkelijk bericht-----
> >> Van: enet-discuss-bounces at cubik.org
> >> [mailto:enet-discuss-bounces at cubik.org] Namens Alex Milstead
> >> Verzonden: Sunday, January 17, 2010 11:04
> >> Aan: ENet-discuss at cubik.org
> >> Onderwerp: [ENet-discuss] A query about channels
> >>
> >> Hey all,
> >>
> >> Is it possible for anyone to give a brief overview of the feature
> >> purpose of channels within ENet? I'd like to discover the real
> >> concept behind them to in/validate the idea I have for
> using them. I
> >> don't want to abuse the channeling system with what I
> intend to do,
> >> especially if they weren't meant for it.
> >>
> >> Without loss of generality, I'd like to use different channels to
> >> send different types of information. The application I'm
> working with
> >> (like many who've posted before), happens to be a fledgling
> >> online-game. I'd like to be able to send different basic
> subsets of
> >> data via different channels (e.g., login through channel
> 0, character
> >> lists through channel 1, movement updates through 2,
> etc.). I'm using
> >> common structs inside a wrapper library on both client and server
> >> side applications, so it isn't a big deal to capture the
> type/make-up
> >> of the struct on both ends (easily done with a simple memcpy!). It
> >> seems as though structs are the most efficient way of sending data
> >> back and forth between apps. Is this idea of separation of
> >> information involved in what channels were originally designed to
> >> handle (my hunch says no)?
> >>
> >> Also, if different channels for different structs shouldn't be my
> >> solution, does anyone have any advice on how I should
> handle varying
> >> types of common information being sent to and fro?
> >>
> >> Thanks in advance for any comments/advice/instruction.
> >>
> >> Cheers,
> >> Alex
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> >>
> >
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>
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