This is what I did: I opened cmd and got my ip, pasted it in the ip editbox and entered a name, and hosted the game. Then i started a second instance of the application and pressed join after having inserted a ip adress and a name and it does not work.
@Lucid - Yes, I'll add adding the RoundTripTime to first thing for 0.2 build.
@Urled - To host a server you simply click "Host Server". After the server starts it will show you what IP it is listening on in the chat box. If you are on a Lan that is the IP you need to connect to ( if on local machine you can just use 127.0.0.1). If not see below.
You need two client instances to play the game. Put in the IP address of the server and your name and click "connect client" button. You should see the client "waiting for other player to join".
NOTE: If you are playing over the internet then you need to enable port forwarding to port 5000 on that same server IP on your router. The router IP is then the one that the clients connect to.
Are you playing on LAN, local computer, or Internet?
[QUOTE=newt] Was just poking around at enet.bespin.org, and didn't see anything about multicasting. So I guess that's not possible?[/QUOTE]
True, Enet by itself doesn't support it. But I could probably implement it separate from Enet if only a simple server discovery was required..
Are you looking to just discover which servers are on the LAN without knowing the IP address? So basically, the client could send out a broadcast and the server would constantly be listening and then respond with its own broadcast to tell the client (and anybody else) that it is ready for a game (IP, port).
Im kinda new to the whole idea, but yeah that's pretty much it. From what little I've read about it, it sounds ideal for that scenario, but there's also a lot of negative feedback, network support, etc.