ehouse
503db9cc6f
up copyright
2009-07-30 12:54:17 +00:00
ehouse
4a5d74a0af
rename state to take up less space in browser; add number of respawns
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to status display.
2009-07-29 04:25:21 +00:00
ehouse
cb1222c0f9
Make cooperation in a heartbeat scheme a compile-time option. This is
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meant to allow comms to take over heartbeats.
2007-11-18 23:38:56 +00:00
ehouse
8dbfe4ed79
fix new compiler warnings; daemonize, and add handler to kill child if
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parent dies so that script can kill based on pid file.
2007-11-13 03:53:10 +00:00
ehouse
0291ec1e75
Turn on self-spawning: main loop should never crash but exists only to
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respawn child when it does. Add crash command to test this. Add
ability to set logging level from ctrl port.
2007-11-10 05:41:49 +00:00
ehouse
92485783af
update email address in header comments: no code change
2006-01-08 01:25:02 +00:00
ehouse
befc90648e
add shutdown event and action
2005-10-30 05:07:58 +00:00
ehouse
d74de11771
add XWS_ANY
2005-10-19 03:40:40 +00:00
ehouse
be5078e8f8
removed unused states etc.
2005-10-06 02:36:45 +00:00
ehouse
4e5f69f4e8
rename states so can format to 80 cols; add log level param. No
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change to functionality in this checkin.
2005-10-02 16:08:42 +00:00
ehouse
6835b6d1eb
New scheme for accepting and limiting reconnections. Now device must
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send player counts, local and expected. Based on these the relay
accepts connections, declares the game full and ready for message
forwarding, and decides whether to accept a reconnect.
2005-10-02 15:39:38 +00:00
ehouse
77319b570d
make transmitted vars smaller where possible; new relay identifying
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scheme where cookie is used only to connect, and is replaced for
reconnects by a relay-generated name that's supposed to be unique
across all games on all relays and includes a hostname read in from
config file; relay assign non-servers' hostIDs.
2005-10-01 16:33:45 +00:00
ehouse
c4d212f78c
shorten names so table easier to fit in 80 cols
2005-09-14 05:14:04 +00:00
ehouse
87d1c8f593
event name change
2005-09-09 03:15:06 +00:00
ehouse
cf5906eacf
Add and handle disconnect message so a device can reuse its socket for
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a new game.
2005-09-05 15:50:49 +00:00
ehouse
9a2567252b
cleanup: get rid of unused states/actions and code to handle them.
2005-09-03 07:15:05 +00:00
ehouse
c82fd2e4f2
Send disconnect events with error codes on heartbeat and connect timer
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failures; change how state machine handles heartbeats: only put events
into the machine when there's a failure.
2005-09-03 06:55:08 +00:00
ehouse
8f32f4f99a
loads of changes: get settings from config file; remove sockets and
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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
91abdb3bcc
fix bug where client connecting before server would result in attempt
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to forward packet to host not yet available. Drop such packets now.
2005-08-02 04:57:13 +00:00
ehouse
db6f6c258d
move to using a formal table-driven state machine for each game (cref
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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