[ENet-discuss] ENet - desconnection in 30 seconds after connection.

Nicholas J Ingrassellino nick at lifebloodnetworks.com
Fri Nov 5 11:27:29 PDT 2010


With any game-- and most real-time applications, for that matter-- you 
will always want some kind of /rest(1)/ (to rest ~one millisecond). This 
saves CPU cycles, batteries, and makes fans less noisey. My latest ENet 
game does it this way:

    /while ( !_main_loop_exit ) {
         while ( enet_host_service(client, &event, 0) > 0 ) {
    ...
         }

         logic();
         display();
    //
         rest(1);
    }
    /


The biggest up side of ENet not wasting time waiting for something to 
happen is other time-critic sections of code have a chance to do 
something without having to wait (as is implied by this statement my 
application is single-threaded). As long as the other code does not take 
too long this allows ENet to check for a new events a hell of a lot of 
times each second (as is bound by the CPU).

------------------------------------------------------------------------

Nicholas J Ingrassellino
LifebloodNetworks.com <http://www.lifebloodnetworks.com/> || 
nick at lifebloodnetworks.com <mailto:nick at lifebloodnetworks.com>

"The idea that I can be presented with a problem, set out to logically 
solve it with the tools at hand, and wind up with a program that could 
not be legally used because someone else followed the same logical steps 
some years ago and filed for a patent on it is horrifying."
- John Carmack on software patents


On 11/05/2010 12:28 PM, Вячеслав Блинников wrote:
> I tried to set "0" but in such case cycle with "enet_host_service()"
> consumes 100% of processor's power.
> I did not understood the phrase "I haven't noticed any performance
> issues with ENet" - you meant that there is nothing faster then ENet?
>
> 5 ноября 2010 г. 19:21 пользователь Ruud van Gaal<ruud at racer.nl>  написал:
>> I always use 0 for the enet_host_service() delay. And as for delays, I
>> haven't noticed any performance issues with ENet, although I'm doing a game
>> where framerate is very important.
>> Ruud
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