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2012-01-20web/client: don't keep on updating once it failed.adrien/web/serverAdrien Nader
2012-01-20web/server: slam-bang.html; shows player data with updates every second.Adrien Nader
2012-01-19web/server: proper extension for XSLT files is .xsl.Adrien Nader
2012-01-19web/server: new: slam-bang.xslt.Adrien Nader
2012-01-18Merge branch 'adrien/game/server'Adrien Nader
2012-01-18game/client: left-over from merge.adrien/game/serverAdrien Nader
2012-01-18Merge remote-tracking branch 'origin/jean/game/client' into adrien/game/serverAdrien Nader
2012-01-18game/server: truncate xml and json files before writing them; not beforeAdrien Nader
2012-01-18Network amélioréJean Chabrerie
2012-01-18game/client_text: flood fixed-positions and random-orientations players.Adrien Nader
2012-01-18game/server: reuse the XML and JSON string buffers.Adrien Nader
2012-01-18game/server: don't close file descriptors to xml and json files: reuse.Adrien Nader
2012-01-18game/server: write XML and JS data to Sys.argv.(1) and (2).Adrien Nader
2012-01-18server: serialize the game state to JSON too on each client update.Adrien Nader
2012-01-18server: serialize the game state to XML on each client update.Adrien Nader
2012-01-17game/server: when client with id = X connects, remove previous bindings.Adrien Nader
2012-01-17game/server: use only one socket for all communications with clients.Adrien Nader
2012-01-17game/client: don't use bind().Adrien Nader
2012-01-14game/c_net: sender_id being signed broke when promoting it to long.Adrien Nader
2012-01-14game/ml_net: convert from C char to OCaml char with Val_int/Int_val.Adrien Nader
2012-01-14game/client_text: also use getpid() to get a "random" ID.Adrien Nader
2012-01-14game/client: use getpid to get a "random" client id.Adrien Nader
2012-01-13game/client: Network: add non-blocking code for POSIX.Adrien Nader
2012-01-13Merge remote-tracking branch 'origin/jean/game/client' into adrien/game/serverAdrien Nader
2012-01-13mise en place du multiplayerJean Chabrerie
2012-01-13game/*: had not removed c_net/ from its previous location.Adrien Nader
2012-01-13correction compilation networkJean Chabrerie
2012-01-13Merge remote-tracking branch 'remotes/origin/adrien/game/server' into jean/ga...Jean Chabrerie
2012-01-13Merge branch 'adrien/game/server' into jean/game/clientJean Chabrerie
2012-01-13game/client: build: add network.Adrien Nader
2012-01-13Merge remote-tracking branch 'origin/jean/game/client' into adrien/game/serverAdrien Nader
2012-01-13Merge branch 'jean/game/client' into adrien/game/serverAdrien Nader
2012-01-13.gitignore: ignore media and files created at runtime by ogre.Adrien Nader
2012-01-13game/*: wasn't tracking c_net/ in git anymore.Adrien Nader
2012-01-13game/*: move c_net/ to game/client/FPS/c_net (for MSVC).Adrien Nader
2012-01-13game/server: Types.Player.sprint: new; sprints a network message.Adrien Nader
2012-01-13game/ml_net: match new message format (HEAD~) and OCaml types (HEAD~2).Adrien Nader
2012-01-13game/c_net: use quaternions for orientation.Adrien Nader
2012-01-13game/server: Types.Player.data is much closer to actual network messagesAdrien Nader
2012-01-13game/server: use quaternions for orientation.Adrien Nader
2012-01-13server/game: Types.Network.message mostly inherits from Types.Player.t.Adrien Nader
2012-01-13Ajout du réseau au World + initialisation.Jean Chabrerie
2012-01-12Ajout du networkJean Chabrerie
2012-01-12game/client: create symbolic link to c_net/ inside client/FPS.Adrien Nader
2012-01-12Merge branch 'adrien/game/server' into jean/game/clientJean Chabrerie
2012-01-12en commentaire ==> utilisation de Ogreode pour faire se déplacer le personnageJean Chabrerie
2012-01-12game/server: send player updates over the network.Adrien Nader
2012-01-12game/client_text: threaded send and recv of data with Ml_net functions.Adrien Nader
2012-01-12game/client_text: build with thread support.Adrien Nader
2012-01-12game/ml_net: provide higher-level send/recv functions for UDP.Adrien Nader