Re: [Freeciv-Dev] 1.8.0 and network byte order
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Hello
>
> And to this end, here is patch which does this. I've tested it with a game on
> an intel machine and a sparc, so it seems to work on both little endian and
> big endian machines. Maybe someone with a 64 bit machine should test it?
If it can reduce traffic network, it's a very good idea.
I tried Trent Patch on my computer.
'old' server vs network order client
-> Client can connect but game can't start
> 0: lost connection to unknown is displayed when
the client disconnect.
Looking at the code, it 's like the player isn't really connected nor
rejected from the game !
'old' client vs network order server.
It works fine !?? ( a few seconds game )
struct packet_req_join_game {
char name[NAME_SIZE];
int major_version;
int minor_version;
int patch_version;
char capability[MSG_SIZE];
};
Can someone think of a trick to detect non network byte order packets ?
Regards,
trent_network_byte_order.diff.gz
Description: byte order
- [Freeciv-Dev] 1.8.0 and network byte order, Mitch Davis, 1999/03/02
- Re: [Freeciv-Dev] 1.8.0 and network byte order, Trent Piepho, 1999/03/02
- Re: [Freeciv-Dev] 1.8.0 and network byte order, Mitch Davis, 1999/03/02
- Re: [Freeciv-Dev] 1.8.0 and network byte order,
Nicolas Brunel <=
- Re: [Freeciv-Dev] 1.8.0 and network byte order, David Pfitzner, 1999/03/03
- Re: [Freeciv-Dev] 1.8.0 and network byte order, Mitch Davis, 1999/03/03
- Re: [Freeciv-Dev] 1.8.0 and network byte order, Trent Piepho, 1999/03/03
- Re: [Freeciv-Dev] 1.8.0 and network byte order, David Pfitzner, 1999/03/04
- Re: [Freeciv-Dev] 1.8.0 and network byte order, David Pfitzner, 1999/03/04
- Re: [Freeciv-Dev] 1.8.0 and network byte order, Mitch Davis, 1999/03/04
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