eehouse@eehouse.org
3b7abc2a31
Merge branch 'android_branch' of ssh://xwords.git.sourceforge.net/gitroot/xwords/xwords into android_branch
2010-07-29 21:13:00 -07:00
Eric House
e857b01783
ignore logs and core files
2010-07-29 21:07:20 -07:00
Eric House
d7a3795355
add static decl
2010-07-29 21:04:33 -07:00
Eric House
d7d2a7523b
kill cref when in bad state.
2010-07-29 19:46:52 -07:00
eehouse@eehouse.org
13ecb2f929
Merge branch 'android_branch' of ssh://xwords.git.sourceforge.net/gitroot/xwords/xwords into android_branch
2010-07-29 05:41:48 -07:00
Eric House
b170a04dec
drop duplicate [re]connect packets before they enter the state
...
machine. Fixes problems where crefs get stuck in the
XWS_CHK_ALLHERE_2 state. Still should probably kill a cref where
there's no state table entry.
2010-07-28 22:21:01 -07:00
Eric House
f70b9e1d10
use constructor to save some code; no behavior change
2010-07-28 20:17:54 -07:00
eehouse@eehouse.org
958ec15a19
Merge branch 'android_branch' of ssh://xwords.git.sourceforge.net/gitroot/xwords/xwords into android_branch
2010-07-27 21:32:17 -07:00
Eric House
ad1be65236
Merge branch 'android_branch' of ssh://xwords.git.sourceforge.net/gitroot/xwords/xwords into android_branch
2010-07-27 20:47:42 -07:00
Eric House
b335151172
log when no event pushed while adding players -- this may be how state machine is getting screwed up
2010-07-27 20:47:04 -07:00
Andy2
51ffdce185
comment out pthread_create failure log; seeing it too often and it's
...
just for the web view.
2010-07-26 18:37:44 -07:00
Andy2
f05bfcb3d8
log when dropping message that would mess up cref player counts
2010-07-16 06:23:20 -07:00
Eric House
a52fc5a4fd
don't call removeSocket when none was added
2010-07-15 18:21:32 -07:00
Eric House
8e5abb189b
add mutex for reconns too; log socket and ip addr connecting on it
2010-07-15 18:14:44 -07:00
Eric House
5ea1f3b470
list newest crefs first
2010-07-15 18:13:01 -07:00
Eric House
78f965b979
replace asserts that have been firing on integrating reconn events
...
with dropping the reconn messages; move log of state table lookup failure
into cref so cref id can be included
2010-07-14 21:32:19 -07:00
eehouse@eehouse.org
f9d8df8cea
don't track xwrelay.conf so local changes don't show as local mods
2010-07-14 06:29:50 -07:00
Andy2
41f8f574b1
use git describe for version info/stamp
2010-07-07 20:26:25 -07:00
Andy2
5365ea4f4e
fix crash when empty string given on ctrl port
2010-07-07 18:59:48 -07:00
Eric House
6456165a92
replace svnversion with gitversion.sh
2010-06-05 07:27:14 -07:00
Eric House
8aaaa06bcb
identify rev number as from git
2010-06-05 07:25:24 -07:00
ehouse
43181f5cd2
accept multiple cref ids and names on console
2010-06-03 03:00:35 +00:00
eehouse
8bb2fb9b09
track and display in web view the number of games actually joined
...
rather than the number attempted.
2010-05-28 02:31:27 +00:00
eehouse
c92d919934
log error from read
2010-05-26 02:25:58 +00:00
eehouse
7a279702c0
add sterrror to what's logged when pthread_create fails -- as is
...
happening often.
2010-05-20 04:28:07 +00:00
eehouse
3e83f50c84
use strcasecmp rather than strcmp on cookies (room names) to make
...
rooms case insensitive.
2010-05-01 02:49:19 +00:00
eehouse
4ed87fecb4
add once-per-day date line to logs since they can span weeks now.
2010-05-01 02:48:47 +00:00
eehouse
f4b64fe97d
add option, off by default, to stall each message forward by some time
...
to better simulate network conditions when testing against local relay.
2010-03-28 16:09:07 +00:00
eehouse
e5f3384050
another .gitignore
2010-02-24 04:30:21 +00:00
ehouse
7ac98bfcfb
Don't require a timeout waiting for a game to connect initially, and
...
make no timeout the default.
2009-12-27 18:17:24 +00:00
ehouse
a1be2fb8fc
add ports relay is listening on to http display
2009-12-16 02:43:52 +00:00
ehouse
fc17df2a7e
When guest connects, check if providing too many players before
...
reponding to connection request so that we just deny the request (with
new error code) rather than revoking it later.
2009-12-14 04:10:23 +00:00
ehouse
015b0d42d8
include title in head with summary readable in tab
2009-12-08 14:51:03 +00:00
ehouse
26469d734c
Modify state machine and return new error codes to force host to
...
connect first, guests second, with clear error messages if the order's
wrong. This seems to make it simpler for users to get a connection
right. Code holding multiple games worth of hosts and guests in a
cref is gone.
2009-12-04 08:03:27 +00:00
ehouse
337c36dfd2
remove unused parameter
2009-12-04 07:59:07 +00:00
ehouse
7ad59e3e2b
cleanup
2009-12-04 07:54:14 +00:00
ehouse
55478369e4
listen on only one port by default
2009-11-22 16:29:23 +00:00
ehouse
c1827562dc
be consistent is use of variable vs real name
2009-11-10 14:37:42 +00:00
ehouse
2ecf415618
Remove on case where HandleEvents was being called recursively and
...
creating unexpected state transitions; add assert to catch any future
recursion.
2009-11-09 05:30:42 +00:00
ehouse
393cccb86c
Add MSGONLY state to indicate cref being kept alive only to preserve
...
messages for a latter connection.
2009-11-09 05:29:06 +00:00
ehouse
aae12428da
Add limited support for store-and-forward (where limitations include
...
that all devices must be connected initially and that it's all memory
based so a crash wipes stored messages.) Accept messages for
forwarding when in the MISSING state, not just the ALLHERE state.
Store messages that can't be sent now, and send any that have
accumulated when a host reconnects. When a cref loses its last
connection, keep it around unless it has no messages stored (as will
be the case when a game ends.)
2009-11-08 21:35:39 +00:00
ehouse
2d4ae3e44a
When forwarding message, lookup cref by socket if cookieID == 0, as
...
can be the case when through to a non-all-connected game.
2009-11-08 21:32:36 +00:00
ehouse
8e0dad43c7
get rid of overlogged message
2009-11-08 21:25:43 +00:00
ehouse
ed52582ea4
get rid of states and code for checking numbers of players -- since
...
any number is allowed now.
2009-11-03 05:03:20 +00:00
ehouse
3bdfda6548
Make it possible for multiple games to connect using the same room
...
name. All new connections are stored together, and after each
connection an attempt is made to build one complete game with a host
and however many guests. All remaining devices are moved into a new
pending record in the same state, and the completed game is treated as
always. Seems to work, though nearly 20% of linux instances are
failing to connect the relay run from the new test script samename.sh.
Need to figure out why.
Also added logging of seed and connname to comms.c since games
launched together can no longer be certain to connect on the relay.
This allows the test script to identify joined games from their logs
and detect success or failure.
This checkin changes the relay protocol, so relay and clients will
both need to be upgraded.
2009-11-02 01:01:47 +00:00
ehouse
11b586cd4b
lookup hearbeat recipient by socket rather then cookieID since
...
cookieID isn't always correct until later
2009-11-02 00:45:54 +00:00
ehouse
7a71c4636b
change varible names; remove instance variable than can be on the stack.
2009-11-01 01:38:03 +00:00
ehouse
0e43675abf
Address problems matching [re]connections to games: first, go back to
...
setting connName when all in a game are present. Second, have every
host include in connections a random number. That number is made part
of the connName and in general used to test whether a host belongs in
a particular game. Add this "seed" to web interface. Means new
versions for relay protocol and game stream format. Latter is handled
correctly so older games can be opened.
2009-09-26 14:37:49 +00:00
ehouse
030ae52a4b
Store start time as time_t rather than string.
2009-09-26 14:05:51 +00:00
ehouse
b219e8b279
Send notification when device disconnnects without closing socket (in
...
addition to the existing one sent when a socket is closed).
2009-09-20 18:47:47 +00:00