...When you've been spending three to ten hours in the computer labs every day for the past two weeks trying desperately to finish your massive Networking Project, and finally after long last your automated clients and server are able to continuously play [url=http://en.wikipedia.org/wiki/Scum_%28card_game%29]Warlords and Scumbags[/url] with each other for over 500 games and counting without crashing.
[url=http://www.youtube.com/watch?v=nUQ1Y8nPz0Q]FEELS GOOD MAN![/url][spoiler]Still plenty of work on the GUI and various other important things to do though... but the end is in sight![/spoiler]
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- Is each client capable of acting as a server for the game too? - Are you using sockets with (I'm hoping) TCP or something pre-existing (ie. HTTP)? - Broadcasting? Multicasting? Iterative Unicast? - Does the server implement any anti-cheating logic? ie. if it's someone else's turn and I send off a packet with my "turn", is it just ignored? - How do you handle the initial connections? Does the server broadcast packets saying it's available/ready and clients automatically connect? Vice-versa? Or manual IP/hostname input?