simon.kagstrom
a0a3097dec
Throttle before encoding display, otherwise updates can be missed
2009-02-02 18:36:51 +00:00
simon.kagstrom
8c73c900df
Refactored the network implementation. It's now based on a
...
singleton/factory pattern where peers are equal (almost!). This has
simplified the code a bit and also in theory allows clients to
"re-export" connections to third/fourth/... parties.
2009-02-01 19:47:21 +00:00
simon.kagstrom
f317afd4e8
Implemented traffic throttling (skipping frames if needed). There is
...
probably some work to do to get a steady transfer state working well.
2009-01-30 17:49:47 +00:00
simon.kagstrom
47f73f2b83
Minor refactoring, only send joystick data on changes
2009-01-30 15:37:15 +00:00
simon.kagstrom
5a0941ff7e
Send joystick data over the network as well, games are mostly playable now
2009-01-29 21:11:04 +00:00
simon.kagstrom
3c3d364190
Actually receive disconnects, allow server updates
2009-01-29 20:48:58 +00:00
simon.kagstrom
1fc28d9bbf
Small bug fix, close socket
2009-01-29 20:35:06 +00:00
simon.kagstrom
f8f469ddaa
Disconnection code, some refactoring, sock opts (broken)
2009-01-29 18:04:31 +00:00
simon.kagstrom
0a40441b46
This is now dead code. Bye bye
2009-01-28 20:59:37 +00:00
simon.kagstrom
bdcad56361
Merged the display encoding
2009-01-28 20:57:48 +00:00
simon.kagstrom
5eca531105
Corrected the diff implementation, refactored the networking
...
implementation
2009-01-26 21:00:23 +00:00
simon.kagstrom
404dfdc409
Added diff update as well, more frequent kb/s updates
2009-01-25 10:07:51 +00:00
simon.kagstrom
83d797ede3
Somewhat working networking (hey - hardcoding!)
2009-01-24 20:57:23 +00:00
simon.kagstrom
f31320b774
Various networking stuff
2009-01-24 15:48:43 +00:00
simon.kagstrom
6fbc179cb1
Network variable fix, build it
2009-01-20 17:42:21 +00:00
simon.kagstrom
435014ecdb
Added, probably not be used
2009-01-19 06:44:19 +00:00