aboutsummaryrefslogtreecommitdiff
path: root/externals/enet/docs/FAQ.dox
diff options
context:
space:
mode:
Diffstat (limited to 'externals/enet/docs/FAQ.dox')
-rw-r--r--externals/enet/docs/FAQ.dox24
1 files changed, 0 insertions, 24 deletions
diff --git a/externals/enet/docs/FAQ.dox b/externals/enet/docs/FAQ.dox
deleted file mode 100644
index c3f45fb2c4..0000000000
--- a/externals/enet/docs/FAQ.dox
+++ /dev/null
@@ -1,24 +0,0 @@
-/**
- @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 multi-threaded 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.
-
-*/
-
-