From 1b8d20ff316c5984db01c99ae1c20210f6e7e34d Mon Sep 17 00:00:00 2001 From: meep-eep Date: Wed, 1 Nov 2006 00:06:25 +0000 Subject: [PATCH] Update git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2487 8092fc87-c524-0410-9efc-e669fe64eaf9 --- sc2/doc/devel/netplay/todo | 24 ++++++++++++++++++++++-- 1 file changed, 22 insertions(+), 2 deletions(-) diff --git a/sc2/doc/devel/netplay/todo b/sc2/doc/devel/netplay/todo index b19fafbac..5f7cdf033 100644 --- a/sc2/doc/devel/netplay/todo +++ b/sc2/doc/devel/netplay/todo @@ -1,5 +1,4 @@ High priority items: -- test compilation on release mode (on both Linux and Windows) Medium-priority: @@ -21,10 +20,19 @@ Medium-priority: - make compilation of crc.c and checksum.c conditional. - negotiate checksum interval - disconnect during battle will trigger the setup disconnect notification. +- The game crashed on 'NetConnection_isConnected(conn)' in + networkBattleInput because 'conn' had become NULL, which means that + netConnections[player] had become NULL. This should never happen, + but it probably did happen, because of a call to + closePlayerNetworkConnection(). The only place which calls that is + flushPacketQueues(), but should that really call cPNC()? +- Assertion 'NetState_battleActive(NetConnection_getState(conn))' in + Netplay_sendChecksum triggered. See #sc2 channel log. Low-priority: - Different coloured icons for unconnected/connecting/connected. + Maybe also for confirmed/unconfirmed. A check mark perhaps. - Send error packets; at least when there's a protocol version mismatch. - Check whether the random seed and frame delay have been agreed before continuing (in doConfirmSettings). @@ -41,6 +49,18 @@ Low-priority: read ramjee94adaptive.pdf - Keep-alive packets. Store time of last packet sent, use alarms to determine when to send the next one. Count received messages? +- Some way to (optionally) hide your fleet setup until the start of the + game? With either a previously determined maximum fleet value, or + just display a number to the opponent. +- (when ships stats are in the content) Negotiate the ship stats, so people + can play with non-default ships. +- Pre-fleet-setup setup + The values negotiated could include handicapping (different values for + each player) + - hide fleets (also handicapping here) + - maximum number of ships per side + - maximum ship cost per side + - ship properties Future improvements/optimisations: @@ -70,7 +90,7 @@ Bugs: to keep sync on games with a different resolution. - Both sides need identical battle frame rates. This value is not negotiated. -- When melee selection is aborted, the game crashes. +- When melee selection is aborted, the remote player will be stuck. Final actions: