once UDP sockets and/or per-device (not per-game) connections come
along. Lots of changes, most not involving code flow but a couple
that did. So far two gtk games can connect and exchange moves.
Haven't tested reconnection or store-and-forward.
with a timestamp rather than delete them. Plan is to experiement with
this as a way of keeping devices from sending too many identical
messages when GCM's in use -- since constraints on the msgs table will
not allow identical messages to be added.
simplify things by using a db to survive a crash/reboot. So far (with
next checkin) manages to update a db. Next need to do queries instead
of searches through in-memory data.
change the set listened on. There's still some debugging to do but
nothing that worked before is broken. Also begin to accept unique
prefixes (e.g. g for get) for commands and attributes on the control
port. Note that relay-related code in comms seems broken now, but is
without this checkin.
lock. (This bug has always been there, but didn't matter before;
maybe pthreads changed.) Comment out self-spawning stuff until can
fix df-transfer problems. Other minor changes around logging.
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.
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.