lotodore
48c4c69277
Integrating authentication - now all authentication attempts fail (still work in progress).
2009-09-26 16:05:35 +00:00
lotodore
68ed10fd1e
More fixes concerning lobby chat.
2009-08-15 14:08:48 +00:00
lotodore
ccd7080cec
Fixing another linux compiler error.
2009-06-16 22:41:50 +00:00
lotodore
31dadd6fa2
Removing old native socket stuff which is now unused (replaced by asio calls).
2009-06-16 22:00:07 +00:00
lotodore
5f3369432a
Rewriting sender yet again to fit the new asio design. Polling for new send data is no longer needed, this also reduces lag.
2009-06-07 08:51:43 +00:00
lotodore
ac4c2e9aef
Integrating precompiled headers support (might speed up compilation). Currently disabled (in .pro files).
2009-05-07 22:36:51 +00:00
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
606158c4f0
Preparing new send engine.
2009-01-07 19:37:05 +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
e107cf98fa
Network timeout system also works from within a game now.
2008-03-06 15:27:31 +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).
...
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
689b22e0b9
The sender thread has been rewritten with a new algorithm in mind. The sender should not stall any more, and no timeout is required. There are no more send priorities.
...
The avatar manager no longer serializes access to avatar files.
2007-11-20 23:58:24 +00:00
lotodore
a24a93caba
Use unix linefeeds for all files. Finally. It's about time.
2007-11-16 15:24:25 +00:00
lotodore
fee8450a74
Still trying to fix the SIGPIPE problem.
2007-10-30 21:02:52 +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).
...
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
d11b35a1a7
Transfer small blind and minimum raise amount to client.
2007-10-07 22:49:07 +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
d35f4ae997
Player list is now sent in Game List New notification. Not shown in dialog yet.
2007-09-01 22:59:55 +00:00
lotodore
3a2f3255af
More fixes. Using player name as base for game name now. Removing games which have no players left. Check collision of all player names on connect (kind of slow, but name needs to be unique).
2007-08-21 17:27:13 +00:00
lotodore
3e4b134faa
Yessss. Dedicated server is working, with some effort you can now create and join a game (start console server on local pc, start clients and use menu item "internet game"). Make sure to use different player names, there are no error messages yet.
...
More than one game cannot be created yet, but this is only due to no name input. Lots of issues still, don't expect this to be stable.
2007-08-21 13:18:18 +00:00
lotodore
9d63df9218
More work on server redesign. Network mode still broken.
2007-08-20 15:30:22 +00:00
lotodore
59b7438376
Work on dedicated server. This svn revision is totally broken, it is part of a complete redesign of the server.
...
There is a lobby thread for the server, and each game has its own game processing thread and a sender thread. Connections can be accepted from different sources, i.e. TCP/SCTP over IPv4, IPv6, all those work well in parallel.
2007-08-15 13:28:28 +00:00