ehouse
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db6f6c258d
|
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.
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2005-07-05 22:05:37 +00:00 |
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ehouse
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3054637842
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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.
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2005-06-23 04:26:44 +00:00 |
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ehouse
|
423ff190ea
|
turn on warnings
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2005-04-08 14:11:00 +00:00 |
|
ehouse
|
3f64d755b6
|
break up compile; new file
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2005-03-30 02:00:15 +00:00 |
|
ehouse
|
ab6d11a32a
|
add two new .cpp files
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2005-03-19 22:09:03 +00:00 |
|
ehouse
|
39225c8622
|
first checkin. Works about half the time for one or two games at a
time. Very fragile.
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2005-03-06 18:27:16 +00:00 |
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