| /** |
| @page FAQ Frequently Answered Questions |
| |
| @section Q1 Is ENet thread safe? |
| |
| ENet does not use any significant global variables, the vast majority |
| of state is encapsulated in the ENetHost structure. As such, as long |
| as the application guards access to this structure, then ENet should |
| operate fine in a multithreaded environment. |
| |
| @section Q2 Isn't ENet just re-inventing TCP?! What's the point? |
| |
| In a perfect world, that would be true. But as many have found, using |
| TCP either in lieu of or in conjunction with UDP can lead to all kinds |
| of nightmares. TCP is a good, solid protocol, however it simply isn't |
| up to the task of real-time games. Too much of TCP's implementation |
| dictates a policy that isn't practical for games. If you want to use |
| TCP, then do so -- this library is for people that either don't want |
| to use TCP or have tried and ended up being discouraged with the |
| performance. |
| |
| */ |
| |
| |