Now level changes and area changes are separated. Entity deletions are
properly tracked on level change or area change. Late entity
synchronization is now triggered on any area change.
Removed (slightly) old coin and static ent removal system
Resynchronized respawners
Added packet for macro deletions
better than previous system since the entities don't need a sync id and we can synchronize deletion station across areas
allows the synchronization of odd entities like lines of coins
Added packet for spawn info deletions
Split packet_location_request into multiple files
Adds button to the host menu to allow shared lives.
Resolves#37
Buttons are now resizeable. Use gButtonScale.<size> (large, medium, or small).
It could be argued that we don't need the small size. However, it may be beneficial for the future if the menu becomes more complex.
large is the normal default size. Or at least it was the size already being used by sm64ex-coop (0.11111111f)
Note: Buttons for changing menu's should be gButtonScale.large as the menu animation is made for large buttons. To keep consistency it's probably a good idea for buttons that transfer you to a new menu to always be set to large. As such, I didn't feel it necessary to extend this feature to these methods: bhv_menu_button_growing_from_custom and bhv_menu_button_shrinking_to_custom.
Resolves#60
Allows mods to register themselves so that mismatches don't occur. This
does not automagically detect when someone modified the game, so the
mods will have to insert a function like this into their patch:
static void __attribute__((constructor)) _register_this_mod() {
network_register_mod("mod name here");
}
Changed synchronizing text to be more descriptive
Added 'player connected', 'player disconnected', 'network shutdown' chat messages
Prevented someone from joining through Discord while in another lobby
Added the distinction of sending a packet to all vs to a specific player
Enforced lobby size of 2, multiple joiners in a direct connection will be booted
Stored network destination for each player
Detected network drops
In preparation for other forms of communication, I have abstracted all
of the socket code (which needs direct connections) behind a struct
whose calls can be swapped out for other systems if desired.
Should be snappier and less prone to crashes. I tested as many scenarios
as I could think of and it has been rock solid. But time will tell.
Also created a new debug log system, just so I could understand what the
hell was going on with this code.
Saves and loads last join IP/port attempt
Made host's port configurable in config file
Made host's save slot configurable in config file
Made host's player interaction setting configurable in config file
Indicated when the client was trying to connect on the join menu.
Fixed join menu display error where the port would disappear
Made water punch do an attack
Increased knockback significantly
Different types of attacks will have different knockback severity and damage (Stomp > kick > the rest)
Fixed rapid attack spam
Adjust radius for bouncing on players and popping bubbles
Made player interactions a synchronized server flag:
None - Players are not solid
Solid (Default) - Player can run into each other and stun each other
PVP - Same as solid except friendly fire is on
Note: Not currently configurable due to a lack of a UI.
Now when a client joins, it will request the entire 512 byte EEPROM from
the server and refuse to continue until the server replies with the
contents. Then the client will override all reads and writes to the
EEPROM/save file. Thus, a client will never overwrite their local save.
Fixes#21
Now a patch can choose to register callbacks for sending and receiving
packets. It's a bit tricky to use but at least it won't collide with
normal packets or other mod packets.
This allows clients to spawn a new sync object after the level loads and synchronize it.
Changed how un-initialized sync objects are detected
Koopa shells are the first thing to use this new system
Removed network_object_settings() command, instead explicitly setting the sync object parameters
Created functions to trivially translate an ID to a Behavior and vice
versa. Sent ID over packets instead of Behavior pointer. This should
allow Linux and Windows to play together.