Michael Rybak wrote:
> As stated above, that's how I'm trying it right now. Still, if doing
> it turn-base, I would have to create a new thread every time.
>I have some other questions though - please see below.
No, you should never need to create a new thread upon receiving input.
What you
Michael Rybak wrote:
> CS> There's the key. How are you processing network input, specifically
> CS> retrieving it from the socket?
>
> A "sock" class has a socket with 0.1 timeout, and every time I
> want anything, I call it's read_command() method until it returns
> anything. read_command(
Michael Rybak wrote:
> That's the problem - "or a player input comes in". As I've explained,
> this happens a dozen of times per second :(. I've even tried not
> checking for player's input after every frame, but do it 3 times more
> rare (if framecount % 3 == 0 : process_players_input()). Well, I
Michael Rybak wrote:
> I'm writing a 2-players game that should support network mode. I'm now
> testing it on 1 PC since I don't have 2. I directly use sockets, and
> both client and server do computations, the only data transfered is
> user mouse/kbd input.
>
> It works synchronously, but