Update
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2487 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -1,5 +1,4 @@
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High priority items:
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- test compilation on release mode (on both Linux and Windows)
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Medium-priority:
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@@ -21,10 +20,19 @@ Medium-priority:
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- make compilation of crc.c and checksum.c conditional.
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- negotiate checksum interval
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- disconnect during battle will trigger the setup disconnect notification.
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- The game crashed on 'NetConnection_isConnected(conn)' in
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networkBattleInput because 'conn' had become NULL, which means that
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netConnections[player] had become NULL. This should never happen,
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but it probably did happen, because of a call to
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closePlayerNetworkConnection(). The only place which calls that is
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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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Netplay_sendChecksum triggered. See #sc2 channel log.
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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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- 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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continuing (in doConfirmSettings).
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@@ -41,6 +49,18 @@ Low-priority:
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read ramjee94adaptive.pdf
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- Keep-alive packets. Store time of last packet sent, use alarms to determine
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when to send the next one. Count received messages?
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- Some way to (optionally) hide your fleet setup until the start of the
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game? With either a previously determined maximum fleet value, or
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just display a number to the opponent.
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- (when ships stats are in the content) Negotiate the ship stats, so people
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can play with non-default ships.
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- Pre-fleet-setup setup
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The values negotiated could include handicapping (different values for
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each player)
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- hide fleets (also handicapping here)
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- maximum number of ships per side
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- maximum ship cost per side
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- ship properties
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Future improvements/optimisations:
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@@ -70,7 +90,7 @@ Bugs:
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to keep sync on games with a different resolution.
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- Both sides need identical battle frame rates. This value is not
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negotiated.
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- When melee selection is aborted, the game crashes.
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- When melee selection is aborted, the remote player will be stuck.
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Final actions:
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