Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
On Sat, Jul 31, 2010 at 6:48 AM, buginator buginato...@gmail.com wrote: ... On another note, there is another issue, that has to do with TCP, and how it blocks. The fix for this isn't so easy, even setting all sockets to non-blocking, and use polling to determine if done won't solve all the blocking issues that can happen. I don't think newnet does anything different in this area either. We could spawn a thread for each player and have a main network handler event loop that queues everything up to prevent blocks, but this isn't easy to code, and would pretty much force us to enter beta mode again (2.4 beta 1 or ??). Other ideas is, use raknet, or switch to UDP, but those also force us to enter beta mode as well. Other options ? Actually, newnet does do something different in this area. Newnet writes from a separate thread, using polling to determine when writing is possible. This was actually needed to be able to send desynch logs without freezing. Switching to UDP might make sense as a way to reduce bandwidth usage (think UDP might have less overhead than TCP, not sure), but not as a way to prevent blocking. -Cyp ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
On 7/27/10, Per Inge Mathisen wrote: Let's keep our cool for a bit and see if more bloopers surface before we rush to re-release anything. Then we can push out 2.3.3 next weekend, hopefully this time with some actual testing done. Although I cannot promise anything in that department -- Starcraft 2 just came out. Just a note, the blockers that are left are: http://developer.wz2100.net/ticket/2029 (trivial fix, didn't check for player 9 (features)) and http://developer.wz2100.net/ticket/2037 (which is a big issue, since people can't continue the SP game.) For the fix on this one, we can either revert all fixes, and the original patch, http://developer.wz2100.net/ticket/1971 or we won't be able to do a release tomorrow. Zarel is working on this though, and perhaps he can come up with a fix. Anyone else know of anything else that is still a blocker ? On another note, there is another issue, that has to do with TCP, and how it blocks. The fix for this isn't so easy, even setting all sockets to non-blocking, and use polling to determine if done won't solve all the blocking issues that can happen. I don't think newnet does anything different in this area either. We could spawn a thread for each player and have a main network handler event loop that queues everything up to prevent blocks, but this isn't easy to code, and would pretty much force us to enter beta mode again (2.4 beta 1 or ??). Other ideas is, use raknet, or switch to UDP, but those also force us to enter beta mode as well. Other options ? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
Let's keep our cool for a bit and see if more bloopers surface before we rush to re-release anything. Then we can push out 2.3.3 next weekend, hopefully this time with some actual testing done. Although I cannot promise anything in that department -- Starcraft 2 just came out. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
On Tue, Jul 27, 2010 at 3:22 PM, Per Inge Mathisen per.mathi...@gmail.com wrote: next weekend I mean this weekend. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
On Tue, Jul 27, 2010 at 7:36 AM, Christian Ohm chr@gmx.net wrote: On Tuesday, 27 July 2010 at 3:20, Guangcong Luo wrote: 2. Starting a game in T2 or T3 mode doesn't work - the game just starts in T1 mode. r11305 breaks loading maps in T1. To be fair, it only breaks loading maps in T1 for some maps, and Rush, the map I usually test with, worked just fine. Anyway, I've fixed that too, now. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
On Tue, Jul 27, 2010 at 02:51:44PM -0500, Guangcong Luo wrote: To be fair, it only breaks loading maps in T1 for some maps, and Rush, the map I usually test with, worked just fine. Anyway, I've fixed that too, now. Just one more example of why programmers are the worst people to test their own code. And why I tested it! is a terrible reason to allow anyone to add brand new code to a release at the last minute. -- Stephen Swaney sswa...@centurytel.net ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
On Tue, Jul 27, 2010 at 3:23 PM, Stephen Swaney sswa...@centurytel.net wrote: Just one more example of why programmers are the worst people to test their own code. Erm, well, that's true, but what's your point? -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev