Kayne Ruse
56375d64b6
Moved packets into their own namespace
2013-06-24 10:27:43 +10:00
Kayne Ruse
9608761cd5
Moved the entry structs into their own headers
2013-06-24 10:01:52 +10:00
Kayne Ruse
fcb17a8116
Merge branch 'dev' into dev-char
2013-06-24 09:02:36 +10:00
Kayne Ruse
f049c96df7
Switched from the service locator pattern to singleton pattern
2013-06-24 09:00:50 +10:00
Kayne Ruse
24654d9e17
Merged the new frame rate system into dev-char
2013-06-23 15:11:24 +10:00
Kayne Ruse
7ad855348f
Implemented a simpler frame rate system
2013-06-23 15:05:52 +10:00
Kayne Ruse
d833b76856
PlayerCharacter is moving around smoothly
2013-06-23 13:53:55 +10:00
Kayne Ruse
3232925ccd
Codebase update
2013-06-22 18:39:56 +10:00
Kayne Ruse
e4ffba80aa
Fixed incorrect preprocessor guard
2013-06-22 18:22:21 +10:00
Kayne Ruse
a4d184ca75
Moved random code out of defines.*
2013-06-21 21:36:48 +10:00
Kayne Ruse
89179626be
Improved Vector2 with floats & non-member operators
2013-06-21 15:23:07 +10:00
Kayne Ruse
33adb4b1a5
Put the license header into all source files
2013-06-18 16:40:51 +10:00
Kayne Ruse
33474cc6c0
Smooth connection and disconnection complete
...
The clients can connect and disconnect from the server with known no
issues. There is no way to shutdown the server yet, but it might be
possible to kick someone else from the server soon.
2013-06-18 16:21:42 +10:00
Kayne Ruse
e833129983
Added guards incase of multiple calls
2013-06-18 14:06:57 +10:00
Kayne Ruse
fd65fec5f7
The client is registering with the server
2013-06-17 19:53:22 +10:00
Kayne Ruse
27ed91688a
Added the meta field to Packet to support Packet's metadata
2013-06-17 18:37:27 +10:00
Kayne Ruse
7b11bf22cb
Specified a minimum Packet size for the DEBUG build
2013-06-17 17:14:10 +10:00
Kayne Ruse
ea761fb5bb
Fixed the bug
...
running was false when it was checked in networkQueue(), so the thread was
ending early.
2013-06-17 15:49:57 +10:00
Kayne Ruse
685ca94335
This has the odd quirk related to networkQueue()
2013-06-17 15:15:27 +10:00
Kayne Ruse
5b2fd80a61
Fixed the Packet::type bug
...
In popNetworkPacket(), a second Packet p was being created, which was
destroyed when it went out of scope, and the original Packet p was being
returned.
2013-06-17 11:01:00 +10:00
Kayne Ruse
d1aac9ffd8
Added peekNetworkPacket()
2013-06-17 10:12:20 +10:00
Kayne Ruse
3d92fb77b3
Server is multithreaded, but no connection is visible
...
UDPNetworkUtility and ConfigUtility are now using the ServiceLocator
pattern in the server, and networkQueue() is running in a separate thread
in the server. However, there seems to be a problem somewhere, since the
broadcast request & response are not producing any visible output.
2013-06-17 10:03:12 +10:00
Kayne Ruse
009e7b845b
Fixed network error, leaving try block in place for the time being
...
It seems that the union type Packet didn't initialize Packet::type to
PacketType::NONE using in class initialization. I've fixed this by moving
the initialization of Packet::type to Packet::Packet().
This might actually be a compiler error, I might need to let someone know.
2013-06-17 09:09:04 +10:00
Kayne Ruse
7fef2501a3
Glitch with threading
2013-06-17 07:24:16 +10:00
Kayne Ruse
419c9d8765
Moved the common directory into the libs directory
2013-06-16 13:59:11 +10:00
Kayne Ruse
2148c1f13e
Menu framework in place
2013-06-12 21:56:17 +10:00
Kayne Ruse
dfe0b4985a
Modified build requirements
...
SDL_net needs to be _installed_ to the computer, rather than simply linked to.
This source distribution should be enough for that.
2013-06-12 04:37:01 +10:00
Kayne Ruse
a1b248d1d7
Created the client program's framework
...
There are six scenes here, each of which representing roughly one part of
the final program's backbone.
2013-06-08 01:36:19 +10:00
Kayne Ruse
2757911399
Libraries are building correctly
2013-06-07 04:10:31 +10:00