issue with the pascal port #1
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BeRo1985/pasenet#1
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I can compile my game by either using 10 years old enet dll, newer enet (2016) and pascal port, and when i run some normal tests on pasenet, the client will after a while stop receiving server updates. This doesn't happen with either of original enet dlls. The test is just 1 player connected to server on localhost, server sends about 12 kb/s and client uploads 0.70 kb/s, and i'm not totally sure how to check if the packets are getting fragmented from server to client.
For either client, packetloss is not registered in the peer structure, and client is still sending data and receiving it correctly on server (just no longer receiving data from host).
How can i make a test case that would work with you? could i compile pasenet as a dll, and we could somehow test it out, or should i work on changing code to RNL?
Correctly recognized, pasenet is now deprecated because of RNL. RNL offers all (pas-)enet features, even when they are implemented in a different way at RNL, and even more features, which are missing in (pas-)enet, for example encryption, authentication, IPv6 support, Anti-DDoS-mechanisms and so on.
I will give RNL a try, i will see how complex it is and maintain my enet code, so i can make tests and comparison :)
What amouts of clients can RNL serve? can it handle 50-100 clients per thread?
There is hardly any difference here compared to enet. The encryption, which is always active, causes indeed slightly more CPU load, but this shouldn't really matter how many clients RNL can handle at the same time in a single RNL instance.