git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2487 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
meep-eep
2006-11-01 00:06:25 +00:00
parent c4f33f2a67
commit 1b8d20ff31
+22 -2
View File
@@ -1,5 +1,4 @@
High priority items: High priority items:
- test compilation on release mode (on both Linux and Windows)
Medium-priority: Medium-priority:
@@ -21,10 +20,19 @@ Medium-priority:
- make compilation of crc.c and checksum.c conditional. - make compilation of crc.c and checksum.c conditional.
- negotiate checksum interval - negotiate checksum interval
- disconnect during battle will trigger the setup disconnect notification. - 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: Low-priority:
- Different coloured icons for unconnected/connecting/connected. - 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. - 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
continuing (in doConfirmSettings). continuing (in doConfirmSettings).
@@ -41,6 +49,18 @@ Low-priority:
read ramjee94adaptive.pdf read ramjee94adaptive.pdf
- Keep-alive packets. Store time of last packet sent, use alarms to determine - Keep-alive packets. Store time of last packet sent, use alarms to determine
when to send the next one. Count received messages? 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: Future improvements/optimisations:
@@ -70,7 +90,7 @@ Bugs:
to keep sync on games with a different resolution. to keep sync on games with a different resolution.
- 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 game crashes. - When melee selection is aborted, the remote player will be stuck.
Final actions: Final actions: