Mods are now loaded into a table
Clients now request a mod list from the server, then download each file one at a time before joining
Embedded constants.lua into the program
Added flag to send packet to everyone in the level regardless of area.
Coin collection packets now send to everyone in the level which keeps
coin counts consistent among players.
Star collection packets will no longer collect the wrong star if in a
different area than the originating player.
Displays an animation while joining
Shows version mismatch error in join message screen
Shows mod mismatch error in join message screen (displays mismatching mods now)
Displays party is full / host closed connection in join message screen
Added string builder
Adjusted when a join request is sent, and who it is sent to
Adjusted default course/act/level/area for new players
Added a sequence id to level area inform
Adjusted reliable packets to be sent half as frequently
In an attempt to track down an issue that causes packet flooding and
hanging, I've looked at every step of the networking process and tried
to clean up anything strange I saw.
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