debayan wrote:
No, i am just broadcasting the packet that the game client broadcasts to find a server. I use a packet sniffer to see what each game sends in the packet.
That's not ping. And whether or not your program is multi threaded, that's something you'll have to tell us. But now I think you meant if the actual operating system code that sends out your packets to the network is multi threaded. And the answer is yes, it is. Almost the entire kernel is multi threaded. This is why you have "locks" all over the place. You only need locks when you're doing multi threaded programming But it's not threaded in the way you seem to imply. There isn't one thread per address you're talking to (and by the way, the broadcast address is one single address - the kernel doesn't break it up and send one packet to each 'real' address when you send to broadcast. That breakup gets done by the switch). It is multi threaded in the sense that the networking stack can work in parallel to other parts of the kernel and user space. Anders -- To unsubscribe, e-mail: opensuse+unsubscribe@opensuse.org For additional commands, e-mail: opensuse+help@opensuse.org