EDuke32 Changelog Unofficial archive

Build 8751

13 March 2020 · 9 commits by 1 author · SVN

Builds by month 276 builds

  1. Jan

  2. Feb

  3. Mar

  4. Apr

  5. May

  6. Jun

  7. Jul

  8. Aug

  9. Sep

  10. Oct

  11. Nov

  12. Dec

Original log file · 20200313-8751.txt
------------------------------------------------------------------------
r8751 | ny00123 | 2020-03-13 08:28:56 -0700 (Fri, 13 Mar 2020) | 2 lines

SW: Make quitting by closing the window, now done via CON_Quit,
a bit more usable in multiplayer, hiding the engine's console.
------------------------------------------------------------------------
r8750 | ny00123 | 2020-03-13 08:28:55 -0700 (Fri, 13 Mar 2020) | 12 lines

SW: Modify MenuLevel and RunLevel by using CON_Quit,
toggling MultiPlayQuitFlag on instead of QuitFlag in
multiplayer games if a player tries to close the window.
Further update MNU_QuitCustom to use CON_Quit.
- In RunLevel, this fixes quit of game for all players.
- In MenuLevel, this leads to transmit of PACKET_TYPE_MENU_LEVEL_QUIT.
However, the work isn't complete, since the game isn't shut down
on the peers' sides, leading to possibly undesired side-effects.

Currently known issue:
- If the master closes the window, the scores won't be shown for
the master. Reason is that waitforeverybody will terminate the app.
------------------------------------------------------------------------
r8749 | ny00123 | 2020-03-13 08:28:53 -0700 (Fri, 13 Mar 2020) | 3 lines

sw/src/game.cpp:StatScreen crash bug fix: For a given player p,
use p->TeamColor instead of User[p->PlayerSprite]->spal, since
it's possible the player left before the map was loaded.
------------------------------------------------------------------------
r8748 | ny00123 | 2020-03-13 08:28:51 -0700 (Fri, 13 Mar 2020) | 2 lines

SW: Add a few calls to handleevents around key press loops. Also check
quitevent in the game, and further call getpackets within StatScreen.
------------------------------------------------------------------------
r8747 | ny00123 | 2020-03-13 08:28:50 -0700 (Fri, 13 Mar 2020) | 18 lines

SW: Make sure StatScreen is called around the same time for
all players after level change. This is done by adding calls
to getpackets within the BonusScreen and StatScreen while loops.

It is related to a change from the DOS versions of 1997. Basically,
dosendpackets immediately sends all packets via the commit driver under
DOS, while in the mmulti port in use here, sending might be postponed.

This was leading to a problem with the game entering waitforeverybody
before showing the stats. In particular, it initially attempted to send
a PACKET_TYPE_PLAYER_READY message, which could get postponed in the
manner described above. In case it received PACKET_TYPE_PLAYER_READY
messages from all other peers before the time arrived for sending
pending packets, though, waitforeverybody would return, eventually
leading to a call to StatScreen/BonusScreen, without sending the
pending message until the user in question continued. Other peers
would have to wait for the given player to confirm level change
before they could see their own stat screens.
------------------------------------------------------------------------
r8746 | ny00123 | 2020-03-13 08:28:48 -0700 (Fri, 13 Mar 2020) | 1 line

sw/src/game.cpp:NewLevel: Wait for all peers when master player quits.
------------------------------------------------------------------------
r8745 | ny00123 | 2020-03-13 08:28:47 -0700 (Fri, 13 Mar 2020) | 3 lines

sw/src/network.cpp:MyCommPlayerQuit: When master player decides to quit,
make sure all players quit the game. Don't internally change the list
of players, just prepare to quit.
------------------------------------------------------------------------
r8744 | ny00123 | 2020-03-13 08:28:46 -0700 (Fri, 13 Mar 2020) | 1 line

sw/src/game.cpp:getinput: Make sure slave actually quits the game
------------------------------------------------------------------------
r8743 | ny00123 | 2020-03-13 08:28:43 -0700 (Fri, 13 Mar 2020) | 2 lines

SW: Fix a bug in getpackets, making SW's Master-Slave code usable,
including 3+ players sessions.
------------------------------------------------------------------------
See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.
SW Engine

Make quitting by closing the window, now done via CON_Quit,

NY00123 13 Mar 2020, 08:28 UTC−7 r8751

a bit more usable in multiplayer, hiding the engine's console.

SW Fix

Modify MenuLevel and RunLevel by using CON_Quit,

NY00123 13 Mar 2020, 08:28 UTC−7 r8750

toggling MultiPlayQuitFlag on instead of QuitFlag in multiplayer games if a player tries to close the window. Further update MNU_QuitCustom to use CON_Quit. - In RunLevel, this fixes quit of game for all players. - In MenuLevel, this leads to transmit of PACKET_TYPE_MENU_LEVEL_QUIT. However, the work isn't complete, since the game isn't shut down on the peers' sides, leading to possibly undesired side-effects. Currently known issue: - If the master closes the window, the scores won't be shown for the master. Reason is that waitforeverybody will terminate the app.

Fix

sw/src/game.cpp:StatScreen crash bug fix: For a given player p,

NY00123 13 Mar 2020, 08:28 UTC−7 r8749

use p->TeamColor instead of User[p->PlayerSprite]->spal, since it's possible the player left before the map was loaded.

SW

Add a few calls to handleevents around key press loops. Also check

NY00123 13 Mar 2020, 08:28 UTC−7 r8748

quitevent in the game, and further call getpackets within StatScreen.

SW

Make sure StatScreen is called around the same time for

NY00123 13 Mar 2020, 08:28 UTC−7 r8747

all players after level change. This is done by adding calls to getpackets within the BonusScreen and StatScreen while loops. It is related to a change from the DOS versions of 1997. Basically, dosendpackets immediately sends all packets via the commit driver under DOS, while in the mmulti port in use here, sending might be postponed. This was leading to a problem with the game entering waitforeverybody before showing the stats. In particular, it initially attempted to send a PACKET_TYPE_PLAYER_READY message, which could get postponed in the manner described above. In case it received PACKET_TYPE_PLAYER_READY messages from all other peers before the time arrived for sending pending packets, though, waitforeverybody would return, eventually leading to a call to StatScreen/BonusScreen, without sending the pending message until the user in question continued. Other peers would have to wait for the given player to confirm level change before they could see their own stat screens.

sw/src/game.cpp:NewLevel: Wait for all peers when master player quits.

NY00123 13 Mar 2020, 08:28 UTC−7 r8746

sw/src/network.cpp:MyCommPlayerQuit: When master player decides to quit,

NY00123 13 Mar 2020, 08:28 UTC−7 r8745

make sure all players quit the game. Don't internally change the list of players, just prepare to quit.

sw/src/game.cpp:getinput: Make sure slave actually quits the game

NY00123 13 Mar 2020, 08:28 UTC−7 r8744
SW Fix

Fix a bug in getpackets, making SW's Master-Slave code usable,

NY00123 13 Mar 2020, 08:28 UTC−7 r8743

including 3+ players sessions.