Heya all.
I've coded up a storm here with some ideas based partly on LinkedList work I've been doing for GameCoding, and partly on the way m$ drive their direct3d samples...
It's a TCP Server/Client with a twist...

Client data is kept in structures linked as Siblings, and each Client Object may have a linked Child chain of buffered packets.

The Client Object and Packet Object are quite simple.

The interesting part in this example is how any data received by the application is not processed immediately.
We have another program running in WinMain which can switch the Application into CPU-HOG Mode. At the moment the threshhold for this is set to one packet in any client's buffer, which is probably a bit extreme, but the point is that we have control over this.

Note this source is a little buggy, but is working enough to demonstrate the executable.
Spawn mulitple copies, with one serving and the others as clients, but remember to change usernames, it won't allow spoofing.

Posted on 2002-08-21 12:06:54 by Homer
Interesting application. You can re-make it to chat program. If you'll add messages encrypting then never can read your messages exept your friends... ::alright:
Posted on 2002-08-28 06:08:19 by Mike
We are the Makers, and We are the Dreamers of Dreams.
Posted on 2002-09-02 02:19:48 by Homer