the case where one of several guests wants to rematch is a hard
problem for later.) Requires passing old-style relayIDs (connname plus
device index) when devIDs aren't available, which they may not always
be.
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needs to save it there on receipt of an invitation (doesn't create
full game with comms until later.) Passes discon2 tests and seems to
work on a single Android device. (Haven't tested inviting on Android
yet.)
An invitation works with relay and (fake) SMS on, and the invited
client connects successfully using both (the second to arrive being
correctly identified as a dupe.) While the game can be played after,
only SMS messages are being received. And opening a saved game
crashes.
devid you tossed your relayID and reregistered. Which meant any
existing messages meant for your relayID were orphaned, and any open
games didn't know who they belonged to until you reconnected to them
with your new relayID. So: modify the UDP protocol (though not on
Android yet) to include both relayID and devid with registration, with
one or the other an empty string if not present or not changed from
earlier. I can't fix existing clients that are dropping their
relayIDs, but when one does a re-connect without a relayID I can look
it up from the existing game record, then reuse it rather than issue a
new one. Better than nothing -- and that protocol will be obsolete
soon anyway.
Conflicts:
xwords4/android/XWords4/src/org/eehouse/android/xw4/DlgDelegate.java
xwords4/common/comms.c
xwords4/linux/cursesmain.c
xwords4/linux/cursesmain.h
xwords4/linux/gtkmain.c
xwords4/linux/gtkmain.h
xwords4/linux/linuxmain.c
xwords4/linux/main.h
xwords4/linux/scripts/discon_ok2.sh
xwords4/relay/xwrelay.cpp
(Note: The curses app crashes on exit with mempool assertions, but that's a problem before the merge.)
which they're communicated to the device. Device is expected to have
a platform-specific notion of ID which the relay stores in a new
devices table and indexes with a 32-bit number which is returned to
the device -- which is encouraged but not required to use it in lieu
of the longer ID in future communications. Modify linux client and
test script to use the relay-supplied id. Some of this is commented
out for now.
new param passed to remote and changing final score formatting and
menu items to match. Still need to show old menu on android in case
where game has already ended.
save what it had ACK'd leaving the game permanently broken. Do that
by adding a new method game_saveSucceeded() called after the client
claims to have committed bytes returned by game_writeToStream() to
disk. In that method comms updates the value it'll use in subseqent
ACKs.
used by server. Clients need to care if e.g. the server's disallowing
phonies based on its dict. Can only be sent if client is of latest
version. In that case, common code calls into new util function. In
future changes, BoardActivity's implemention of the callback will need
to check if the server's choice of dict is available, and if not offer
to download it. Once it's available, will want to install it.
used by server. Clients need to care if e.g. the server's disallowing
phonies based on its dict. Can only be sent if client is of latest
version. In that case, common code calls into new util function. In
future changes, BoardActivity's implemention of the callback will need
to check if the server's choice of dict is available, and if not offer
to download it. Once it's available, will want to install it.