Although my overarching guideline during this phase of development is to focus on gameplay and features, I decided it was necessary to revamp the network layer of the client-server platform. This was primarily a consolidation and cleanup effort, motivated by nagging session management issues, resulting from overly-complex code. I have not yet seen the SLOC drop, but I'm expecting it to be significant. The end result is a cleaner, simpler, more robust network layer. As a happy side effect, the streamlined threading model and byte management should theoretically improve overall efficiency. Alas, having not yet performed any detailed measurements on the previous network code, I will not know how much better the new routines are. Although technically significant, Playtesters shouldn't notice a thing (except for not being locked out of the server due to broken session logic). Then again, I could have introduced a whole host of new issues... Have at it! Update: The SLOC drop is in. Roughly a couple thousand lines of code less, and all the better for it.

"Fortune favors the bold." -Terence

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