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author | neonloop | 2021-05-07 20:00:12 +0000 |
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committer | neonloop | 2021-05-07 20:00:12 +0000 |
commit | 7f6002caba3f0a6749820c2772161caf55b8d267 (patch) | |
tree | 1ed4bdd8c9ac897d1a3f77c223c1fd286dded458 /doc/devel/netplay/notes | |
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Initial commit (uqm-0.8.0)
Diffstat (limited to 'doc/devel/netplay/notes')
-rw-r--r-- | doc/devel/netplay/notes | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/doc/devel/netplay/notes b/doc/devel/netplay/notes new file mode 100644 index 0000000..afac628 --- /dev/null +++ b/doc/devel/netplay/notes @@ -0,0 +1,21 @@ +As the game currently unfortunately works with polling, this is how +to integrate network handling with the game. + +In the function called periodically by DoInput(), there should be a call +to netInput() somewhere at the beginning, and a call to flushPacketQueues() +somewhere at the end. + +netInput() checks all connections for incoming packets, and calls +the appropriate packet handlers. + +flushPacketQueues() sends all pending packets on their way, for all +connections. + +In between, you can call functions that enqueue packets. +You would also check the network state here to determine whether you need to +act on some packet that has been delivered to the local party. + + + + + |