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