Better Netplay reset and abort handling. Some small other fixes.

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2571 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
meep-eep
2006-12-06 03:39:12 +00:00
parent 66a9b84837
commit 7958a9e87f
32 changed files with 815 additions and 160 deletions
+10 -2
View File
@@ -1,4 +1,4 @@
There are three types of negotiations used to synchronised the parties
There are several types of negotiations used to synchronised the parties
of a network connection.
- Continue when we know the other is ready ("Ready")
@@ -11,7 +11,8 @@ of a network connection.
This is used to end a state where both parties are modifying
common data. Both parties have to agree with the data for either
party to continue.
- Reset a connection. This is used to abort a game in progress and return
to the fleet setup menu.
============================================================================
@@ -199,6 +200,13 @@ I also check whether it is possible for packets to arrive that
aren't expected.
============================================================================
"Reset" negotiation.
See src/sc2code/netplay/proto.c
============================================================================
Battle ending negotiation.
-3
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@@ -117,9 +117,6 @@ To put in the announcement of Netplay:
Bugs and todos unrelated to netplay.
- When you insert a new ship, the cursor moves to the next square,
but the picture at the right doesn't change.
- The "Battle!" icon is not positioned correctly.
- other player being able to choose the next ship after 3 seconds
of inactivity
- DoRunAway() shouldn't be handled in ProcessInput()