- 19. By Brashko <email address hidden> on 2009-05-17
Moved the server code from Server.cs to JParanoiaServer.cs, the connection code from Connection.cs to JParanoiaConnec
tion.cs to allow for a more general server. The server now relays the apropriate messages between clients and has some anti-spoofing code. I have made a basic implimentation of adding character sheets which follow the standard JParanoia format.
- 18. By Brashko on 2008-12-28
My first version of working server code. Observers can connect using both the JParanoia and POGS clients. Clients can be muted and kicked.
This is only a rough implimentation, I expect that a lot of these things will change.
- 17. By Matthew Walton on 2008-11-03
Tentative steps towards bits of a real server implementation. It does by no way actually do anything or compile at this point, I just wanted to get it down while I was thinking about it.
- 16. By Brashko <email address hidden> on 2008-10-02
Update the client ot my latest version, should now be feature complete and JParanoia feature equivilent.
- 15. By Matthew Walton on 2008-08-17
First iteration of POGS server code. Server doesn't work (doesn't actually compile right now). Some of the message-handling code from the client has been pulled out into a new LibPOGS project so it can be shared with the server. Server library itself is written in Boo; LibPOGS is in C#. It also contains a BlockingQueue collection, which is used by the server to pass messages from the async I/O threads to the threads handling each client's messages. Full server layout isn't entirely specified yet, so things may change.
- 14. By Matthew Walton on 2008-06-22
Merge James' changes from trunk1.
- 13. By Brashko <email address hidden> on 2008-04-27
upload windows UI
- 12. By Brashko <email address hidden> on 2008-04-27
uploaded windows UI, made a few changes, added shouts and screams,fixed a bug which caused the client to crash when changing server
- 11. By Matthew Walton on 2008-04-26
Join-as-player now works. Still to do: current player list and PMs.
There is also a threading issue with another chunk of network data coming in before we've read the previous one. We might want to not restart the async read until we've actually finished processing, or we need to force processing into the same thread so that it happens sequentially. As a result of this, sometimes it's possible for a joining player to not see the end of the character sheet, and so they never quite finish because they think everything's a character sheet line (although the GM updating the sheet again is capable of kicking it out of that mode if it sees the 402 at the end).
- 10. By Matthew Walton on 2008-04-21
Cleaned up some files which shouldn't be in the repository as they're actually MonoDevelop metadata.
Thanks to James Brashko <email address hidden> who spotted that what we thought was the ID of the computer's slot is actually the server's specified computer font size increase. The slot appears to be determined another way, so for the time being I've implemented the logic that the first NPC slot is The Computer and should be rendered accordingly. This seems to work on my eight-player server where the old code didn't. We're ignoring the server-specified font size, as presentational issues are the province of the client under POGS design ideas.
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