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[Enigma-devel] Message passing

From: Johannes Fortmann
Subject: [Enigma-devel] Message passing
Date: Mon, 1 Mar 2004 13:13:42 +0100

I'm a bit confused as to how the current planning for message passing is:

There's a "server" part and a "client" part, both in their respective namespaces. The server is responsible for handling the overall game state, the client handles the local game state.

Now my basic approach would be to build a message-passing interface with a message class (already partly implemented) and send messages between server and client. This would mean that the messages have to go through a central function (handle_message), and could be redirected, for example to a network_client class. The server could then send its messages to all "connected" clients. However, this is not implemented: the server calls methods Msg* instead.

Perhaps this is planned. Is it?
Shall I write a "network" class for posing as host/client and passing messages around in the network? Do we use reliable or unreliable packets?


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