Jocke
06bddd9d54
Fixed requests.
2016-03-11 14:07:03 +01:00
Jocke
33627f917c
removed debug info.
2016-03-11 11:01:10 +01:00
Jocke
a8a4b5d2a2
Disconnect on udp
2016-03-10 15:59:55 +01:00
Jocke
67dfbfff01
Fixed multiply connections
2016-03-10 14:44:06 +01:00
Jocke
3209e36176
We can now send more data with UDP than previously, the splitting seems to work fine but receiving has some problems.
2016-03-09 18:26:33 +01:00
Jocke
3828616b60
Made it easier to maintain changes in packet header, prepared for reliable UDP packets.
2016-03-08 14:44:35 +01:00
Jocke
9cbc582be2
Kinda works like before
2016-03-08 11:29:47 +01:00
Jace
b7a7f7fd5e
????
2016-03-04 15:02:01 +01:00
Jocke
7943fc7ad6
Hot fix: Infinite loop when a player disconnected from the server.
2016-03-03 18:14:33 +01:00
stiffly
a7bff92899
The readBuffer now checks if the whole packet has arrived before attempting to parse it.
2016-03-03 15:16:42 +01:00
stiffly
fc7d62a5ad
Various clean ups.
2016-02-23 11:07:56 +01:00
stiffly
fe9dbf0b0f
Serverlist fix.
2016-02-23 10:33:20 +01:00
stiffly
845a30ed0f
Merge remote-tracking branch 'origin/DynamicPacketBuffer' into HUDDesync
...
# Conflicts:
# include/Engine/Network/TCPServer.h
# src/Engine/Network/TCPServer.cpp
2016-02-22 17:39:48 +01:00
Jocke
ed9149fe63
Network buffer should now dynamically increase when needed.
2016-02-22 16:04:27 +01:00
stiffly
993d804cef
Added an event to search for servers.
...
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-22 10:05:47 +01:00
stiffly
fdc8f753cb
Implemented primitive server "heartbeat" logic, which sends server info from server to client without being connected.
2016-02-17 15:51:26 +01:00
Jocke
4f2ad3ad00
Reliable message should now be working, further testing is to be done.
2016-02-10 16:16:56 +01:00
Jocke
2ec30fd2b2
Cleaned up code and fixed crash when closing client before server when using udp.
2016-02-10 11:28:03 +01:00
Jocke
d2ed293183
Network is now working as udp or tcp. Next step is making the hybrid.
2016-02-09 19:14:56 +01:00
Jocke
fccd8c64e7
WIP Clients are working properly, servers are not.
2016-02-09 11:43:16 +01:00
Jocke
ba9419b342
Moved UDP logic from Hybrid server/client to UDP server/client. fixed bug in Server::CheckForTimeOuts.
2016-02-08 14:32:00 +01:00