home *** CD-ROM | disk | FTP | other *** search
Text File | 1996-04-24 | 3.1 KB | 60 lines | [TEXT/CWIE] |
- Release Notes
- NetSprocket 1.0 DR1:
- 3/28/96
-
- Features not yet supported:
- - Serial
- - Multiple game objects per application
- - Custom join request handlers
- - Async message handling
- - Groups
- - Round-trip-time calculation
- - Message timestamps
- - Guaranteed delivery
- - Guaranteed in-order delivery (this doesn't mean data won't arrive in order.
- It just means that we currently don't guarantee it.)
- - Fault-tolerance (e.g. negotiating a new host when the host wants to leave)
-
- Known bugs:
- - If you put the Host or Join dialog in front of another window, and that window
- had a non-zero ref-con, NetSprocket will crash.
- - Dynamic addition and deletion of player (by joining and leaving a game) may
- cause the host machine to get confused and stop passing messages from
- other players up to the game.
- - The HI for the dialogs still needs work. There are some problems with targeting
- edit text items by clicking on them (use tab instead), double-clicking, switching
- between AppleTalk and TCP/IP (the OK may remain disabled even though you type
- in a host. Other stuff. Generally, it just needs some TCL.
- - The StopHosting... functions seem to cause subsequent sends to go to la-la land.
- Don't call them.
-
- Caveats:
- - We recommend you give at least 800k to NetSprocket if you plan on sending
- data > 576 bytes.
- - We haven't tested NetSprocket calls at interrupt time. Though the functions
- are designed to be interrupt-safe, we recommend you call them only at
- system-task time (unless you want to be on the bleeding edge).
- - Don't try to send a message > 1/2 the size you passed for memory to InitNetSprocket
- - For this release, you probably want to set your standard message size to about 500
- (but not more than 576) bytes.
- - The code that handles large messages has only been tested a little. Caveat emptor.
- - There are a number of DebugStrs in this build. Also, the library will enter
- the debugger whenever a C++ exception is thrown. Thrown exceptions don't necessarily
- signify errors. You should hit "g" when you enter the debugger with
- a DebugStr or an exception. Note the information in the debugger, and what
- you were doing, and send it to the Apple game developer mailing list.
-
- FYI:
- - TCP/IP is a better protocol to use if you're sending fairly large (587+ bytes)
- data on a regular basis. It's tsdu (max datagram size) is usually 64k, but it
- could vary depending on what the route to the receiver is.
- - This build is not using Async OpenTransport calls. NetSprocket can use OT
- asynchronously, but we're tracking down a bug involving debugging code
- that is called by an OT callback. This bug can cause debugging nightmares if
- you set a breakpoint in a function called by the OT callback mechanism.
- - In the Join Dialog's TCP/IP pane, you enter a TCP/IP address by typing
- addresses in the form of "foo.apple.com:3333", where the number after the colon
- is the port number. You can also enter addresses in the form "17.255.12.10:500",
- where the first number is an IP address, and the number after the colon is the port.
-
-