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2 Player mode
- To: crimson-users@xxxxxxxx
- Subject: 2 Player mode
- From: Henk Jonas <MetaView@xxxxxx>
- Date: Wed, 04 Oct 2006 00:53:42 +0200
- Delivered-to: archiver@seul.org
- Delivered-to: crimson-users-outgoing@seul.org
- Delivered-to: crimson-users@seul.org
- Delivery-date: Tue, 03 Oct 2006 18:54:00 -0400
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- Sender: owner-crimson-users@xxxxxxxx
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Hi,
as you know, I'm a bit busy as my girlfriend gave birth to my second
child (a boy) 5 weeks ago. The week before I've promised to look into
the 2 Player mode and actually I did. I have something which works one,
two rounds between 2 Palm devices over Bluetooth, then it crashes. I
don't know the reason yet and to find a crash is quite difficult, as you
don't have a real way to debug it, except print out a lot of log-info.
But maybe someone else will try it on the desktop version and see if it
is a problem in the way it works, or rather a memory problem of the Palm
port.
I've made a diff to the 0.4.9:
what I did:
added a new game flag: GI_2PLAY
added a flag to the player: local or not
added functions to send and receive data over a given transport
In game.cpp StartTurn I'll record a history if the other player is human
but not local. After I record the history in EndTurn I'll add an header
and send it to the other site. After it's sent and acknowledge it goes
into a wait loop for the answer.
The other site is waiting in StartTurn for this header and receives the
history. The history is then played back, but this time for real. Then
it starts to do it's own turn. In EndTurn it will again send it's own
history to the other site.
Then it starts all over again.
The decision how starts is done by asking the user if he is server or
client.
Please check the diff and ask me in the list. Sending the history was a
better thing as the player can see what the other site did, if he like.
I would like to know what happens when you implement it for 2 desktop
players over TCP/IP.
Regards
Henk
--
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Henk Jonas
Palm OS ® certified developer
metaview@xxxxxx www.metaviewsoft.de
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