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
2c37dc2366
log incoming ip addr
2005-05-01 17:38:11 +00:00
ehouse
0b316408ae
count bytes sent
2005-04-20 12:08:33 +00:00
ehouse
bf41f95f44
fix warnings
2005-04-08 14:28:04 +00:00
ehouse
863e241fc6
use new thread pool class
2005-03-30 01:42:28 +00:00
ehouse
7a6a5df437
use new stack-based lock
2005-03-25 03:21:16 +00:00
ehouse
d4edf4d446
don't kill socket when client connects before server
2005-03-21 05:30:55 +00:00
ehouse
5d3876fa7b
total rewrite. New protocol eliminates need to store and forward
...
messages: clients connect, then messages are passthru only. Add
control port. Use stl map and vector to remove limit on number of
connections. Also removed synchronization, which need to be re-added.
2005-03-19 22:13:43 +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