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- 添加ENet库作为网络通信基础,替换原有的原生Socket实现 - 扩展游戏模式支持局域网联机对战(PvP网络模式) - 重构网络状态结构以适配ENet的Host/Peer模型 - 在图形界面中添加网络对战菜单,支持创建房间和加入房间 - 实现网络消息的发送与接收,包括落子、断开连接等消息类型 - 为网络对战添加定时器轮询机制,实时处理网络事件 - 更新构建系统以编译和链接ENet库
25 lines
911 B
Plaintext
25 lines
911 B
Plaintext
/**
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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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