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Re: How to fix the xconq network code
> After some ferocious debugging, I believe I have fixed all the problems
> with the existing network code. I now have the network game running for any
> number of turns without synch errors or lockups. This is with AIs on both
> sides and in non-sequential mode, i.e. the toughest possible conditions.
Excellent! This would be very good news indeed.
> There is still some testing and code cleanup to do, but if no serious new
> problems emerge I will check in the code soon, perhaps already next weekend.
Let me know if there is anything I can do to help.