- 01 Apr, 2015 1 commit
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louiz’ authored
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- 09 Mar, 2015 1 commit
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louiz’ authored
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- 05 Mar, 2015 2 commits
- 11 Feb, 2015 1 commit
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louiz’ authored
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- 21 Jan, 2015 1 commit
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louiz’ authored
With an example of Blink
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- 29 Dec, 2014 1 commit
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louiz’ authored
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- 18 Dec, 2014 1 commit
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louiz’ authored
Use the Entity class everywhere, instead fix #2803
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- 11 Dec, 2014 1 commit
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louiz’ authored
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- 01 Dec, 2014 1 commit
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louiz’ authored
The world is now isometric. fix #2277 Simplify TurnHandler. fix #2724 #2704 The world and game modules are now more decoupled. fix #2587 Implement a debughud. fix #2417
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- 10 Mar, 2013 17 commits
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louiz’ authored
I just moved a class out of the game module, because it required sfml (for the gui callbacks), into the gui module. Also renamed it. And also, remove tests/game_*main.cpp, we now use only src/main/batajelo_{client|server}.cpp to compile the binaries.
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louiz’ authored
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louiz’ authored
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louiz’ authored
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louiz’ authored
Since doing more than one simultaneous async_write on one single socket is NOT safe, we use a deque<Command*> to keep the list of all the command to send, and we send them properly one by one.
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louiz’ authored
This makes the data easier to track and free after they were sent. And it makes sure the buffer stays valid for all the async_write() process. It’s also easier to send data without having to bother with creating a string, parsing everything, etc.
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louiz’ authored
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louiz’ authored
TODO: the reception of that file by the client.
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louiz’ authored
Implement all the connection + auth process. Also fix a leak by correctly deleting the clients that get disconnected.
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louiz’ authored
Do all includes with <> instead of "". We just need to pass the -Isrc/ option to the compiler, or equivalent.
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louiz’ authored
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louiz’ authored
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louiz’ authored
Now we can easily implement a request/answer protocol between the clients and the server.
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