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