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You are doing something very, very wrong somewhere that you are not
explaining somehow.<br>
<br>
I quote from the top of enet_peer_send:<br>
<br>
int enet_peer_send (ENetPeer * peer, enet_uint8 channelID, ENetPacket *
packet)<br>
{<br>
...<br>
if (peer -> state != ENET_PEER_STATE_CONNECTED ||<br>
channelID >= peer -> channelCount)<br>
return -1;<br>
...<br>
}<br>
<br>
Your problem lies elsewhere.<br>
<br>
On 10/29/2010 07:41 AM, fuzzy wrote:
<blockquote cite="mid:4CCADD2E.3050009@gmail.com" type="cite">
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Hi guys,<br>
<br>
I already KNOW that your application is best to track its own online
and offline status, but I am curious.<br>
<br>
Does enet have some sort of internal status for being connected or not
in a client / ENetPeer? The reason being - <br>
If you call for example, enet_peer_send, or broadcast -<b> It hard
crashes.</b> <br>
<br>
Is it a plausible feature that instead of crashing it can ignore the
packet and perhaps return a -1, <br>
print an error, or anything more graceful than a crash? Is it something
the internal system can take care<br>
of or is there a reason for this current behavior? <br>
<br>
Thanks!<br>
Sven<br>
</blockquote>
<br>
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