Comments (2)
This may be useful in a lobby, but not sure anymore if this needs to be implemented. I'll see when I start actually building the lobby and multiple-games-interface
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This is now managed serverside, and happens anyway with a blocking recv with the client (just like it always did)
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Related Issues (20)
- keep track of clients connected, init a game every time two clients connect (on an even number) HOT 1
- Make the two parts of gameLoop into Functions HOT 1
- Decide on code standards HOT 5
- Now the first move just segfaults... HOT 1
- Moves are delayed. Like if I send 5 5 it doesn't show up on either board for a few turns. HOT 2
- The new board should be immediately printed after a move is made. HOT 1
- Database - query based on username HOT 2
- Inform Client if the other client disconnected HOT 2
- Incorporate Database with Server HOT 1
- parseQuery method in Client HOT 1
- Create a truly dynamic server HOT 2
- Handles Signals, in a way which doesn't screw everything up
- Ads information about Gomoku Game in Client
- prompt_endgame fails on line 135 - Screen has no attribute 'halt '
- Client receives string of length 0 instead of a pid.
- Login sometimes fails, returning a new PID rather than retrieving the old.
- UnicodeDecodeError: 'utf-8' codec can't decode byte 0x92 in position 6: invalid start byte
- Sometimes the curses client doesn't catch a username.
- The chat system assigns usernames to chat messages without making sure they are the correct username.
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