From 44279b183f5925edadd6e284472ce4f28c564e03 Mon Sep 17 00:00:00 2001 From: meep-eep Date: Thu, 7 Dec 2006 05:06:40 +0000 Subject: [PATCH] Updating git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2580 8092fc87-c524-0410-9efc-e669fe64eaf9 --- sc2/doc/devel/netplay/todo | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/sc2/doc/devel/netplay/todo b/sc2/doc/devel/netplay/todo index cf1d71c28..b6d76a4c0 100644 --- a/sc2/doc/devel/netplay/todo +++ b/sc2/doc/devel/netplay/todo @@ -12,6 +12,8 @@ Medium-priority: - make compilation of crc.c and checksum.c conditional. - negotiate checksum interval - Closing and destroying of NetConnections is a terrible mess. +- Checks allConnected() shouldn't be needed if CHECK_ABORT is set + on disconnect. Low-priority: @@ -44,8 +46,6 @@ Low-priority: - maximum number of ships per side - maximum ship cost per side - ship properties -- Checks allConnected() shouldn't be needed if CHECK_ABORT is set - on disconnect. Future improvements/optimisations: @@ -69,6 +69,9 @@ Future improvements/optimisations: - move to UDP. Repeat past battleinput packets for each new packet that is sent until they are confirmed. - Once the protocol is stable: register the port number with IANA +- Per state data (in NetConnection.stateData) is unnecessarilly complicated. + Putting all fields directly in NetConnection simplifies things a lot. + It's not as generic, but this code won't be used elsewhere anyhow. Bugs: @@ -79,9 +82,6 @@ Bugs: - If one player closes the connection while the other player is selecting a ship to put in his fleet, or loading a fleet, the "Network Control" button won't be updated. -- Per state data (in NetConnection.stateData) is unnecessarilly complicated. - Putting all fields directly in NetConnection simplifies things a lot. - It's not as generic, but this code won't be used elsewhere anyhow. Final actions: