------------------------------------------------------------------------ r8751 | ny00123 | 2020-03-13 08:28:56 -0700 (Fri, 13 Mar 2020) | 2 lines SW: Make quitting by closing the window, now done via CON_Quit, a bit more usable in multiplayer, hiding the engine's console. ------------------------------------------------------------------------ r8750 | ny00123 | 2020-03-13 08:28:55 -0700 (Fri, 13 Mar 2020) | 12 lines SW: Modify MenuLevel and RunLevel by using CON_Quit, toggling MultiPlayQuitFlag on instead of QuitFlag in multiplayer games if a player tries to close the window. Further update MNU_QuitCustom to use CON_Quit. - In RunLevel, this fixes quit of game for all players. - In MenuLevel, this leads to transmit of PACKET_TYPE_MENU_LEVEL_QUIT. However, the work isn't complete, since the game isn't shut down on the peers' sides, leading to possibly undesired side-effects. Currently known issue: - If the master closes the window, the scores won't be shown for the master. Reason is that waitforeverybody will terminate the app. ------------------------------------------------------------------------ r8749 | ny00123 | 2020-03-13 08:28:53 -0700 (Fri, 13 Mar 2020) | 3 lines sw/src/game.cpp:StatScreen crash bug fix: For a given player p, use p->TeamColor instead of User[p->PlayerSprite]->spal, since it's possible the player left before the map was loaded. ------------------------------------------------------------------------ r8748 | ny00123 | 2020-03-13 08:28:51 -0700 (Fri, 13 Mar 2020) | 2 lines SW: Add a few calls to handleevents around key press loops. Also check quitevent in the game, and further call getpackets within StatScreen. ------------------------------------------------------------------------ r8747 | ny00123 | 2020-03-13 08:28:50 -0700 (Fri, 13 Mar 2020) | 18 lines SW: Make sure StatScreen is called around the same time for all players after level change. This is done by adding calls to getpackets within the BonusScreen and StatScreen while loops. It is related to a change from the DOS versions of 1997. Basically, dosendpackets immediately sends all packets via the commit driver under DOS, while in the mmulti port in use here, sending might be postponed. This was leading to a problem with the game entering waitforeverybody before showing the stats. In particular, it initially attempted to send a PACKET_TYPE_PLAYER_READY message, which could get postponed in the manner described above. In case it received PACKET_TYPE_PLAYER_READY messages from all other peers before the time arrived for sending pending packets, though, waitforeverybody would return, eventually leading to a call to StatScreen/BonusScreen, without sending the pending message until the user in question continued. Other peers would have to wait for the given player to confirm level change before they could see their own stat screens. ------------------------------------------------------------------------ r8746 | ny00123 | 2020-03-13 08:28:48 -0700 (Fri, 13 Mar 2020) | 1 line sw/src/game.cpp:NewLevel: Wait for all peers when master player quits. ------------------------------------------------------------------------ r8745 | ny00123 | 2020-03-13 08:28:47 -0700 (Fri, 13 Mar 2020) | 3 lines sw/src/network.cpp:MyCommPlayerQuit: When master player decides to quit, make sure all players quit the game. Don't internally change the list of players, just prepare to quit. ------------------------------------------------------------------------ r8744 | ny00123 | 2020-03-13 08:28:46 -0700 (Fri, 13 Mar 2020) | 1 line sw/src/game.cpp:getinput: Make sure slave actually quits the game ------------------------------------------------------------------------ r8743 | ny00123 | 2020-03-13 08:28:43 -0700 (Fri, 13 Mar 2020) | 2 lines SW: Fix a bug in getpackets, making SW's Master-Slave code usable, including 3+ players sessions. ------------------------------------------------------------------------ See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.