Hi again

Just my few cents about network.

I've dived a bit into source code.
As far as I can see, network implementation is started and seems a bit
functionnal (built uppon clanlib network layer).
Event Handling looks fine, as it has been separated from keyboard / mouse
code, but depends on networking behaviour. It seems to me (no troll
please :-) )
trap prone as some kind of decision is implemented in event handling
depending on network context
    example1: #include "../network/network.h"
    example2: if (network.is_server())

To have a clean client-server implementation and easy to tweak with,
the event handling code should only do one Job, I mean implementing action,
not decisions.
So we can have :
  - a gfx/sfx backend engine
  - a decision mechanism (piloted by clients which are not differencied
    by local or distant origin)
  - a network server mechanism
  - a network client mechanism sending events which can be either a distant
    client or the one who launched the server itself (plus some kind of
rights)

>From the actual action_handler, some kind of "Context &" or "Client &"
parameter
may be added to the methods to meet this need.

Well that's all for tonight :-)

Hope I didn't blather with some issue already discussed in this list.

See u

-- 
Alexandre Sauvé


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