lp:openfracas/networking
This branch focuses on adding support for network play to OpenFracas.
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- bzr branch lp:openfracas/networking
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- 29. By Nathaniel Sherry
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fixed issue where events comming to client before the cache was initialized would crash game
- 28. By Nathaniel Sherry
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networkclient_
client fires disconnect event instead of generic abort event. Closing unoccupied network connections when starting a game. Properly regenerating neighbour lists when merging game/map when running locally after a disconnect. NetworkClient_ Client returns local map cache on fGetMap. Caching slot-filled values for network speed. Moved logic for running a network game as local into ofmanager. gameserver transmits a resume event before waiting for inputs -- this was causing the AI to hang when resuming a disconnected network game. - 27. By Nathaniel Sherry
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added arrow beside network player in the new game dialogue so that several network players know which one they are. Fixed bug retrieving country/lake names -- these are a property of the map, not the game.
- 25. By Nathaniel Sherry
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Scrapped NetworkClient cache idea and now simply use the Serialze mechanism to send the entire game object (sans map data) with each turn. This has the added advantage that there is an easy way to add a feature that lets a client keep playing against AIs after a disconnection. Also separated the GameServer class into CoreGameInterface, a set of read-only methods which should be a stateless method of accessing the game/gameplay objects, and the GameServer class, a subclass of CoreGameInterface, which provides mechanisms like submitting actions and broadcasting events. The new NetworkClient cache uses a CoreGameInterface locally for the read-only access to game data, and thus can treat it much the same as a GameServer object
- 23. By Nathaniel Sherry
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when host disconnects, networkclient_
clientside fires an abort event which causes the client to be closed, set to nil, and the gameboard to be hidden. UI not properly reset, though. - 22. By Nathaniel Sherry
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turned quitting into an action, so that it would send out events in order through the gameservers action-
in-event( s)-out ordering mechanism - 21. By Nathaniel Sherry
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more logic to get the connections to all terminate after closing the game over dialogue
- 20. By Nathaniel Sherry
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simplified game-over window constructor, started work on disconnecting clients from the gameserver after the game is over.More work, testing needed
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