- 22 Mar, 2022 2 commits
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ceddral authored
previously a race condition when starting a game allowed the lobby loop to run into a draw call trying to acquire the lobby lock, while a different routine was holding the lock and waiting for this loop to terminate. only pass the termination check if the lobby lock for the draw call can be acquired.
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ceddral authored
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- 05 Feb, 2022 1 commit
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ceddral authored
should've committed this when i still knew why i did it
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- 02 Oct, 2021 5 commits
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ceddral authored
prepare for refactor to establish cleaner separation between what is now in packages. package will also allow for cleaner namespaces in the future
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ceddral authored
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ceddral authored
playerlist, extensionlist and statusbar to show keymappings
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ceddral authored
we support 0 size screens/views anyway, no need for arbitrary initial view sizes. just always use the Resize mechanism that has to be present anyway
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ceddral authored
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- 30 Sep, 2021 2 commits
- 24 Sep, 2021 5 commits
- 23 Sep, 2021 7 commits
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ceddral authored
since resize and bounds checks work (for a whole while) now it is not necessary anymore to assume an arbitrary default size
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ceddral authored
clear to erase names of no longer present players
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ceddral authored
Update iterates the player map -> needs lock
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ceddral authored
avoid artifacts when switching contexts
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ceddral authored
use to keep track of: present players and order in lobby connection status in game
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ceddral authored
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ceddral authored
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- 22 Sep, 2021 3 commits
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ceddral authored
windowSizeLoop does not access any variables that are altered during a reconnect. therefore it can continue to run uninterrupted
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ceddral authored
keepalive takes care of terminating stale connections so we do not have to implement a ping loop. inputloop now accesses player reference. no input loop for a player must be running when that player is being modified
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ceddral authored
artifact from previous Place -> *Place refactor
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- 20 Sep, 2021 5 commits
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ceddral authored
coordinates rotations and pieces are now taken from the place or state parameters. this fixes an issue of tokens on a board place being shown on the currently to-be-placed piece.
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ceddral authored
prepare for render getting an optional *Place parameter. optional parameter must be pointer to be able to detect whether it is present. for consistency make everything take pointers
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ceddral authored
bounds check must be done inside the lock.. duh
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ceddral authored
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ceddral authored
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- 19 Sep, 2021 3 commits
- 17 Sep, 2021 3 commits
- 16 Sep, 2021 4 commits