Changes in Networking (with patch) - Page 3

Changes in Networking (with patch)

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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espylaub
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Joined: 01 May 2006, 11:35

Post by espylaub »

I have no idea what it is you're actually doing, but it sounds useful and like a lot of work, so

THANK YOU! :D
Last edited by espylaub on 02 Jul 2007, 22:21, edited 1 time in total.
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Neddie
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Post by Neddie »

Auswaschbar wrote: - you can now change speed etc. in demo playback
One more MTR down.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

neddiedrow wrote:
Auswaschbar wrote: - you can now change speed etc. in demo playback
One more MTR down.
It has been possible for age .... or I don't understant what that mean.
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Neddie
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Post by Neddie »

Oops, read implied rewind capabilities, silly me.
Auswaschbar
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Post by Auswaschbar »

update:
fixed known bugs
tested all demo modes, they all work
protocol header simplified: now the header size is always 9 bytes, instead of 9 / 13 bytes

the downside: protocol is not compatible with the svn version anymore, so i am only able to test it in LAN...
Auswaschbar
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Post by Auswaschbar »

- put serverNet out of global scope and made it a private member of CGameServer (which actually brings some kind of structure in the code)

I think I will now stop adding new features and do some testing / bug fixing. Is there any chance that this patch will get merged into trunk in the near future?
Tobi
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Post by Tobi »

I will try to look at it again tomorrow or tuesday.
Tobi
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Post by Tobi »

Link to patch broken?

nm was only temporary
Tobi
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Post by Tobi »

Auswaschbar wrote:tested all demo modes, they all work
Except non-gameSetup non-hosted demo :P

But I already fixed that here.
Tobi
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Post by Tobi »

Auswaschbar
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Post by Auswaschbar »

just wanted to say sorry because of the additional grey hair it caused. I hope i dont scared you because i actually have another small patch here:
http://freenet-homepage.de/auswaschbar/patch.diff
-> removed NETMSG_HELLO check in CRemoteConnection, it was a bad idea since it has to be thrown by CGame anyway
-> prevent incoming data from beeing memcpy'ed twice
-> some trivial things

And some questions:
1. I noticed that CLogOutput supports different priorities for messages. Does higher num means higher priority? Are there any suggestions which prio should be used for what (debug information, interesting statistics, warnings, errors ...)?
2. Is a "demo file not found" a content error?
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clericvash
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Post by clericvash »

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