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+/**
+@page Features Features and Architecture
+
+ENet evolved specifically as a UDP networking layer for the
+multiplayer first person shooter Cube. Cube necessitated low latency
+communcation with data sent out very frequently, so TCP was an
+unsuitable choice due to its high latency and stream orientation. UDP,
+however, lacks many sometimes necessary features from TCP such as
+reliability, sequencing, unrestricted packet sizes, and connection
+management. So UDP by itself was not suitable as a network protocol
+either. No suitable freely available networking libraries existed at
+the time of ENet's creation to fill this niche.
+
+UDP and TCP could have been used together in Cube to benefit somewhat
+from both of their features, however, the resulting combinations of
+protocols still leaves much to be desired. TCP lacks multiple streams
+of communication without resorting to opening many sockets and
+complicates delineation of packets due to its buffering behavior. UDP
+lacks sequencing, connection management, management of bandwidth
+resources, and imposes limitations on the size of packets. A
+significant investment is required to integrate these two protocols,
+and the end result is worse off in features and performance than the
+uniform protocol presented by ENet.
+
+ENet thus attempts to address these issues and provide a single,
+uniform protocol layered over UDP to the developer with the best
+features of UDP and TCP as well as some useful features neither
+provide, with a much cleaner integration than any resulting from a
+mixture of UDP and TCP.
+
+@section CM Connection Management
+
+ENet provides a simple connection interface over which to communicate
+with a foreign host. The liveness of the connection is actively
+monitored by pinging the foreign host at frequent intervals, and also
+monitors the network conditions from the local host to the foreign
+host such as the mean round trip time and packet loss in this fashion.
+
+@section Sequencing Sequencing
+
+Rather than a single byte stream that complicates the delineation of
+packets, ENet presents connections as multiple, properly sequenced
+packet streams that simplify the transfer of various types of data.
+
+ENet provides sequencing for all packets by assigning to each sent
+packet a sequence number that is incremented as packets are sent. ENet
+guarentees that no packet with a higher sequence number will be
+delivered before a packet with a lower sequence number, thus ensuring
+packets are delivered exactly in the order they are sent.
+
+For unreliable packets, ENet will simply discard the lower sequence
+number packet if a packet with a higher sequence number has already
+been delivered. This allows the packets to be dispatched immediately
+as they arrive, and reduce latency of unreliable packets to an
+absolute minimum. For reliable packets, if a higher sequence number
+packet arrives, but the preceding packets in the sequence have not yet
+arrived, ENet will stall delivery of the higher sequence number
+packets until its predecessors have arrived.
+
+@section Channels Channels
+
+Since ENet will stall delivery of reliable packets to ensure proper
+sequencing, and consequently any packets of higher sequence number
+whether reliable or unreliable, in the event the reliable packet's
+predecessors have not yet arrived, this can introduce latency into the
+delivery of other packets which may not need to be as strictly ordered
+with respect to the packet that stalled their delivery.
+
+To combat this latency and reduce the ordering restrictions on
+packets, ENet provides multiple channels of communication over a given
+connection. Each channel is independently sequenced, and so the
+delivery status of a packet in one channel will not stall the delivery
+of other packets in another channel.
+
+@section Reliability Reliability
+
+ENet provides optional reliability of packet delivery by ensuring the
+foreign host acknowledges receipt of all reliable packets. ENet will
+attempt to resend the packet up to a reasonable amount of times, if no
+acknowledgement of the packet's receipt happens within a specified
+timeout. Retry timeouts are progressive and become more lenient with
+every failed attempt to allow for temporary turbulence in network
+conditions.
+
+@section FaR Fragmentation and Reassembly
+
+ENet will send and deliver packets regardless of size. Large packets
+are fragmented into many smaller packets of suitable size, and
+reassembled on the foreign host to recover the original packet for
+delivery. The process is entirely transparent to the developer.
+
+@section Aggregation Aggregation
+
+ENet aggregates all protocol commands, including acknowledgements and
+packet transfer, into larger protocol packets to ensure the proper
+utilization of the connection and to limit the opportunities for
+packet loss that might otherwise result in further delivery latency.
+
+@section Adaptability Adaptability
+
+ENet provides an in-flight data window for reliable packets to ensure
+connections are not overwhelmed by volumes of packets. It also
+provides a static bandwidth allocation mechanism to ensure the total
+volume of packets sent and received to a host don't exceed the host's
+capabilities. Further, ENet also provides a dynamic throttle that
+responds to deviations from normal network connections to rectify
+various types of network congestion by further limiting the volume of
+packets sent.
+
+@section Portability Portability
+
+ENet works on Windows and any other Unix or Unix-like platform
+providing a BSD sockets interface. The library has a small and stable
+code base that can easily be extended to support other platforms and
+integrates easily. ENet makes no assumptions about the underlying
+platform's endianess or word size.
+
+@section Freedom Freedom
+
+ENet demands no royalties and doesn't carry a viral license that would
+restrict you in how you might use it in your programs. ENet is
+licensed under a short-and-sweet MIT-style license, which gives you
+the freedom to do anything you want with it (well, almost anything).
+
+*/
+