ehouse
8a2eae0887
log ip address of incoming connection in dotted-quad notation.
2005-09-04 20:54:09 +00:00
ehouse
c82fd2e4f2
Send disconnect events with error codes on heartbeat and connect timer
...
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
...
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
23739eee9b
reduce interrupt-time logging
2005-08-03 01:17:49 +00:00
ehouse
3b53363e16
Pass protocol version code with connect request, and return error if
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it isn't what relay can handle. Report error to user.
2005-07-06 01:36:52 +00:00
ehouse
f062a1f8f6
cleanup
2005-07-06 00:53:19 +00:00
ehouse
1ae6c010c9
Make cookieID a 32-bit value instead of 16-bit
2005-07-05 23:02:15 +00:00
ehouse
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.
2005-07-05 22:05:37 +00:00
ehouse
3054637842
heartbeats: send to clients in connection response; note when
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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
f702a75188
log incoming ip addr
2005-05-01 17:38:11 +00:00
ehouse
d885af5386
count bytes sent
2005-04-20 12:08:33 +00:00
ehouse
54843e68bf
fix warnings
2005-04-08 14:28:04 +00:00
ehouse
855bc67b17
use new thread pool class
2005-03-30 01:42:28 +00:00
ehouse
97323636a9
use new stack-based lock
2005-03-25 03:21:16 +00:00
ehouse
8b34f57bf9
don't kill socket when client connects before server
2005-03-21 05:30:55 +00:00
ehouse
50d8c1067b
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
39225c8622
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