- Global ClientData_t::sentUpdateTimes [32]
- Reevaluate the need for this field.
- Class GameOptions_t
- Put this in a different file?
- Class Layer_t
- Add a clipping rectangle that affects only owning layer.
- Global Player_t::lastUpdate
- Change this to use message IDs so that local data will not be overwritten with newer server data from a resent message.
- Global UpdateList_t::area [2]
- Use this, or remove it.
- Global UpdateList_t::rects [2]
- Explain the overlapping rects situation better.
- Global UpdateList_t::rects [2]
- This may need companion data to indicate the rect is for an opaque item
- Global Bool
- Improve detection of when the ISO C boolean type can be used.
- Global goalAreas
- Determine if this is the best spot for this declaration.
- Global spawnAreas
- Determine if this is the best spot for this declaration.
- Global OpenFile
- Search more than one directory as documented above.
- Global INIT_RESEND
- Make this 64ms plus round-trip latency.
- Global DiscoverConnectServer
- Add support for IPv6.
- Global ClientSync
- Set the address for IPv6 reception.
- Global MoveShell
- Add pong shell behavior.
- Global RenderGame
- Keep this here?
- Global UpdatePlayers
- Revamp this function to support more robust network update scheme (as per design), all gameplay functions, and sound.
- Group NetGConf
- Complete this doc!
- Group NetGConf
- Fix the above and below to match realtiy.
- Global AddToConfigList
- Limit the score to send just to the new client
- Global ServiceGameConfig
- Add in check to see if any clients have received data before continuing.
- Global GameRun
- Improve error handling for message transmission failure.
- Global GameUninit
- Remove other surfaces from text
- Global MenuRootInit
- Load any persistant game settings.
- Global MenuRootUninit
- Save any persistant game settings.
- Global MessageNew
- Set the initial resend time to twice the average two-way latency of network commincations as determined by the time sync operation with some constant minimum (32ms?).
- Global Send
- Update the flowchart. Messages are now constructed in a buffer just before sending them the first time rather than at the start of this function. The construction now happens in ConstructMessage(). Also added in functionality to call failure function on message when not acknowledged and to cancel message after a set number of retries. Implemented the functionality for the MsgDescr::noResend flag. Added message approvals to client-side sending.
- Global NetCliToSrv
- Add IPv6 support.
- Global NOTICE_TYPE
- Decide if this many types are needed; maybe consolidate a few.
- Global AppendPlayerData
- Use a special acknowledge handler for player messages.
- Global RemovePlayer
- Implement.
- Global RenderClearStates
- Implement this function.
- Group StateSplash
- Change the name to Title screen state.
- Global StartServerTimeSync
- Fix this to better support IPv6.
- Page Networking Design
- Revisit how the blocking I/O thread and time sync relate.
- Page Networking Design
- Maybe put this section in the network module documentation.
- Page Networking Design
- What does the next paragraph mean?
- Page Networking Design
- Update the above section to match how the code works.
- Page Game Play Design
- This section and the following ones do not describe game play so they need to be relocated somewhere more appropriate.
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