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FINALLY! First working WebRTC multiplayer test.
- Implement C++ signalling server integrated with the masterserver. Native server still use UDP for signalling for low overhead, while Web servers keep a WebSocket connection. - Native and Web clients can play on the same server. Server can multiplex webrtc and native connections by giving webrtc clients imaginary address 127.255.255.25 and differentiating them by port. - main_thread_queue: can execute tasks synchronously on the main thread for important operations - fix freezes on tab switches when hosting an integrated server (Web). Use same remaining time truncation as on the client: server_time = std::max(server_time, current_time - advanced_dt * 5); - fix std::size_t being serialized causing binary incompatibility between 32-bit web and 64 bit clients (causing a bug in net_solvable_stream, among others) - Pass ICE servers to both server and client from detail/web/stun_server_list.txt. - Preliminary /game/id and /host implementation
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Original file line number | Diff line number | Diff line change |
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stun.l.google.com:19302 | ||
stun.1und1.de:3478 |
Submodule datachannel-wasm
added at
1eef8b
Submodule yojimbo
updated
5 files
+4 −0 | netcode/netcode.c | |
+1 −3 | sodium/sodium_randombytes.c | |
+5 −0 | source/yojimbo_client.cpp | |
+2 −0 | source/yojimbo_platform.cpp | |
+4 −0 | source/yojimbo_server.cpp |
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