How to fix the xconq network code

Jim Kingdon kingdon@panix.com
Mon Feb 11 16:27:00 GMT 2002


> 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.



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