I'm working on networking code and mostly procrastinating, knowing how terrible it is to debug two-ends of code at the same time. Having to log inspect packets by hand and other tedious stuff to debug it.
Then I'm gonna have to add encryption on top of that ... ugh.
encoders/decoders programming (network, video, images, compressors in general) are the worst, you never know right off the bat which side is the bug coming from without inspecting and encoding or decoding raw data by hand.
OMFG if(c->second->GetRefCount() == 1){
"warning: ISO C++ says that these are ambiguous"
what compiler wants ---> if(c->second->GetRefCount() == 1U){
REALLY? C++'S GONNA BITCH WHEN BOTH VALUES ARE IDENTICAL... AAAAARG.
How strange. I used to have a website but decided to swap back to free subdomain hosting instead. Anyway turns out my old domain is now some weird Asian advertising website.
I suggest you don't go to the link as I don't know if it's safe or not.
has "The first deposit of 18 yuan + send 38 yuan, registration sent 28 yuan, every day winnings, Zhou week winnings, moon month winnings, invite you to pay attention to sharing!" text in chinese across the top.
I'm using Facepunch.Steamworks (https://github.com/Facepunch/Facepunch.Steamworks) to connect my Unity game to Steam. The login seems to work fine. The board object is an FP class, and AddScore is a call to the library to send the score to Steam.
I have the boards set up on Steam, and they come ...
@lambparade direct lockstep is the easiest. After that it gets messy once you need to combine reliable connection, time-relevant discard-able packets, encryption, bandwidth management, interpolation, extrapolation, rewinding and RPCs all in one...
And add NAT punch-through and a lot of other messy things...
... dealing with half-duplex asymmetric connections...
Trying not to choke the connection, detecting, ignoring, and absorbing intermittent net hickups while also giving a good safety zone for the bandwidth allocation...
Maybe start with a chat program over TCP then go for a chat & paint program to add a little real-time factor. Then switch to UDP and try to make it reliable...