Jocke
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eec40b6519
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We can now read larger packets than 65536 bytes in TCPClient::readBuffer()
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2016-03-04 05:10:18 +01:00 |
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stiffly
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a7bff92899
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The readBuffer now checks if the whole packet has arrived before attempting to parse it.
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2016-03-03 15:16:42 +01:00 |
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stiffly
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fc7d62a5ad
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Various clean ups.
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2016-02-23 11:07:56 +01:00 |
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Jocke
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b2d8cddfb7
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WE now send the map on connect after that only player information.
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2016-02-22 16:46:31 +01:00 |
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Jocke
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ed9149fe63
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Network buffer should now dynamically increase when needed.
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2016-02-22 16:04:27 +01:00 |
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Jocke
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fa2e556ab2
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fixed some error handling in TCPClient.
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2016-02-11 14:07:51 +01:00 |
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Jocke
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eb244f87c4
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Added disconnect functionality and removed some warnings.
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2016-02-10 23:27:46 +01:00 |
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Jocke
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ec54b1298d
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Reconnect is now possible.
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2016-02-10 21:02:46 +01:00 |
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Jocke
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95fa1f4bbd
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Connect Fix for TCP Client
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2016-02-10 20:10:20 +01:00 |
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Jocke
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2ec30fd2b2
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Cleaned up code and fixed crash when closing client before server when using udp.
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2016-02-10 11:28:03 +01:00 |
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Jocke
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d2ed293183
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Network is now working as udp or tcp. Next step is making the hybrid.
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2016-02-09 19:14:56 +01:00 |
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Jocke
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fccd8c64e7
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WIP Clients are working properly, servers are not.
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2016-02-09 11:43:16 +01:00 |
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Jocke
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ba9419b342
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Moved UDP logic from Hybrid server/client to UDP server/client. fixed bug in Server::CheckForTimeOuts.
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2016-02-08 14:32:00 +01:00 |
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Jocke
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88d7b79cd3
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TCP and UDP Client are working for 1 connected player, more players are not tested yet
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2016-02-05 18:30:31 +01:00 |
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Jocke
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9232b24a7b
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WIP Reliable message
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2016-02-04 15:49:04 +01:00 |
|
Jocke
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e133791369
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WIP Reliable Message
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2016-02-03 10:28:15 +01:00 |
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