lotodore
d72cdb6873
One sender thread per client. Requires loads of resources. Kind of hacked, because the internal dependencies are very ugly now. Requires loads of testing. A problem might be the last packet sent by the server to a specific client before closing the connection, for example an error message. It might never even reach the client, because the sender thread is terminated before. I have not yet found a good way to fix this.
2009-01-07 21:52:16 +00:00
lotodore
0ef69297d1
Server support for unsubscribing/resubscribing of lobby messages. Not yet used by the client.
2008-05-11 21:41:30 +00:00
lotodore
9f0d204f56
First test version with network timeout. Only activity timeout and global timeout, no game admin timeout yet. Set to test values (will disconnect rapidly).
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Modified method for init timeout (if session cannot be established) - now using one non-modifiable timer for each session, and an additional timer which is reset whenever session data is received.
2008-03-04 23:47:45 +00:00
lotodore
a24a93caba
Use unix linefeeds for all files. Finally. It's about time.
2007-11-16 15:24:25 +00:00
lotodore
fa7af40a49
Fixed a very nasty bug concerning the sender thread. SOCKETs were assumed to be kind of unique, but Windows tends to return the socket number of a socket which was just closed as new socket number in accept. This led to very strange behavior when the server was flooded with inits, because the sender thread still had entries for this socket number (which were not removed because they should just fail).
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No longer use socket as key in maps, instead, use the session id. Only use the session id in the sender thread, "resolve" it to the socket only in the moment when it is needed. Outstanding requests will be detected to have an invalid session id then.
Also, as side effect, fixed an issue with two callback classes which were named the same and caused unexpected behavior.
2007-10-28 12:53:54 +00:00
lotodore
0d0d8dc810
Synchronize on network game start, so that everyone has received all avatars and player names before the game starts. Store all computer players in a separate list on the server for name retrieval.
2007-10-07 21:23:37 +00:00
lotodore
3c88ba8bbe
Game list in Lobby is now shown and updated even after joining or creating a game. Game updates will be sent by the server at all times (even during the game).
2007-09-29 14:05:41 +00:00
lotodore
82b5392ff5
Added new boost timer. Prepared fixes for removing players.
2007-05-05 21:14:23 +00:00
lotodore
da2939a7a8
Error messages are shown when joining a network game fails. Still need to handle players which left and kicking players.
2007-04-28 13:07:06 +00:00
lotodore
ef10602d5c
Initial handshake and network game start. Works with multiple clients. Not yet stable, because it is not thread-safe. GUI callbacks not complete yet (server dialog not updated).
2007-03-20 02:20:50 +00:00