aboutsummaryrefslogtreecommitdiff
path: root/tests/enet/docs/FAQ.dox
diff options
context:
space:
mode:
authorAlon Zakai <alonzakai@gmail.com>2012-10-02 10:53:12 -0700
committerAlon Zakai <alonzakai@gmail.com>2012-10-02 12:12:28 -0700
commit550dc59e5461f276a146ee25940b45854ed1ca76 (patch)
tree94014cbad197b63ab1f8714a4f65c213f8d4b740 /tests/enet/docs/FAQ.dox
parent7d47c81e242854f8dbb202af0720c683337de9d0 (diff)
preparation for enet testing
Diffstat (limited to 'tests/enet/docs/FAQ.dox')
-rw-r--r--tests/enet/docs/FAQ.dox24
1 files changed, 24 insertions, 0 deletions
diff --git a/tests/enet/docs/FAQ.dox b/tests/enet/docs/FAQ.dox
new file mode 100644
index 00000000..484b818a
--- /dev/null
+++ b/tests/enet/docs/FAQ.dox
@@ -0,0 +1,24 @@
+/**
+ @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.
+
+*/
+
+