AddrInfo now has ref()/unref() and keeps a global socket->refcount map
(since actual AddrInfo instances come and go.) When the
count drops to 0, the existing CloseSocket() method is called. This
seems to fix a bunch of race conditions that had a socket being closed
and reused while old code was still expecting to write to the device
attached to the socket the first time (along with lots of calls to close()
already-closed sockets, attempts to write() to closed sockets, etc.)
a UDP address. The idea's that when there's too long a gap the
address has likely been recycled and we shouldn't send replies to
packets received before the reset.
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.