Age | Commit message (Collapse) | Author |
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receiving, our frames
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style
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transferred file are the same file and not different ones
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lagging because of connection trouble or lagging because the client is just slow
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when receiving some packets and don't send some when the clients aren't ready for them
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into 3 separate packets
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player leaving the game
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so they're documented in the "same" place as UDP, content and admin packets (dihedral)
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(dihedral)
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specific intervals (dihedral)
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reusable
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sockets
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like UDP/content packet handling
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NetworkClientSocket for server and client side
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static in that file.
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(from clients and the server)
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meaningful names
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O(1) instead of O(n)
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static const variables
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that way
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to spectators
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a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients).
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to spectators before he finishes joining
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password was cleared meanwhile
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unify the formatting
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