git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2553 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
meep-eep
2006-11-29 02:57:16 +00:00
parent 634c7a10dc
commit 1acd832743
+6 -2
View File
@@ -5,7 +5,6 @@ Medium-priority:
- Test disconnection at various points. - Test disconnection at various points.
Whenever there's a call to NetInput(), connections may get lost, and Whenever there's a call to NetInput(), connections may get lost, and
this needs to be checked. this needs to be checked.
- Setup menu for network options.
- Don't check PlayerControl in netmelee etc. Make it an invariant that - Don't check PlayerControl in netmelee etc. Make it an invariant that
(netConnections[player] != NULL) if (netConnections[player] != NULL) if
((PlayerControl[player] & NETWORK_CONTROL) == NETWORK_CONTROL) ((PlayerControl[player] & NETWORK_CONTROL) == NETWORK_CONTROL)
@@ -28,10 +27,10 @@ Medium-priority:
flushPacketQueues(), but should that really call cPNC()? flushPacketQueues(), but should that really call cPNC()?
- Assertion 'NetState_battleActive(NetConnection_getState(conn))' in - Assertion 'NetState_battleActive(NetConnection_getState(conn))' in
Netplay_sendChecksum triggered. See #sc2 channel log. Netplay_sendChecksum triggered. See #sc2 channel log.
- Closing and destroying of NetConnections is a terrible mess.
Low-priority: Low-priority:
- Different coloured icons for unconnected/connecting/connected.
Maybe also for confirmed/unconfirmed. A check mark perhaps. Maybe also for confirmed/unconfirmed. A check mark perhaps.
- Send error packets; at least when there's a protocol version mismatch. - Send error packets; at least when there's a protocol version mismatch.
- Check whether the random seed and frame delay have been agreed before - Check whether the random seed and frame delay have been agreed before
@@ -83,6 +82,7 @@ Future improvements/optimisations:
human-readable. Speed is not an issue. human-readable. Speed is not an issue.
- move to UDP. Repeat past battleinput packets for each new packet that - move to UDP. Repeat past battleinput packets for each new packet that
is sent until they are confirmed. is sent until they are confirmed.
- Once the protocol is stable: register the port number with IANA
Bugs: Bugs:
@@ -91,6 +91,10 @@ Bugs:
- Both sides need identical battle frame rates. This value is not - Both sides need identical battle frame rates. This value is not
negotiated. negotiated.
- When melee selection is aborted, the remote player will be stuck. - When melee selection is aborted, the remote player will be stuck.
- If there are packets in the packet queue when a connection is closed,
the callback that clears the queue isn't called in time.
- When the player returns from the SuperMelee menu to the main menu,
all open connections should be closed.
Final actions: Final actions: