ehouse
da323ede86
loads of changes: get settings from config file; remove sockets and
...
kill crefs via state machine, and protect access to a cref so it can
die without another thread being in it; do timers via timeout to
poll() rather than interrupt (and integrate into state machine);
detect when all players are present and change state so new
connections on that cookie will get a new cref.
2005-09-02 06:56:34 +00:00
ehouse
711046f94b
move to using a formal table-driven state machine for each game (cref
...
object). While it makes things more complex at this point, it should
make it easier in the long run to add error handling, timeouts, etc.
2005-07-05 22:05:37 +00:00
ehouse
210dcc88c0
heartbeats: send to clients in connection response; note when
...
heartbeat and other messages arrive; and periodically reap sockets
that haven't been active in long enough.
2005-06-23 04:26:44 +00:00
ehouse
26ebce5853
turn on warnings
2005-04-08 14:11:00 +00:00
ehouse
c41dc77934
break up compile; new file
2005-03-30 02:00:15 +00:00
ehouse
02588f6244
add two new .cpp files
2005-03-19 22:09:03 +00:00
ehouse
2f8efe7a6a
first checkin. Works about half the time for one or two games at a
...
time. Very fragile.
2005-03-06 18:27:16 +00:00