- Replaced previous inefficient "spin-waiting" with proper thread sleeping.
- Added threading primitives to the queue type to enable this.
- Added additional thread for output management.
- Miscellanous cleanup and restructuring.
- Patched a bug where I didn't set the correct type for queue nodes.
- Removed all traces of the previous outputMessageQueue type.
- Removed the pointer "next" in outputMessage.
- Rewrote the the main thread and game logic thread to use a queue for output.
- Refactored outputMessage to allow for a variable amount of playerInfo pointers.
- Removed all traces of the previous inputMessageQueue type.
- Removed the pointer "next" in inputMessage.
- Rewrote the the main thread and game logic thread to use a queue for input.
- Added a singular queue type for input/output messages and commands.
- Added a test of the queue type in tests.
- Made some edits to the Makefile to enable the addition of debug code using the preprocessor.
- Minor styling and spelling updates in gamelogic.c/h and text effects .h.
- Ready to integrate the new queue type in place of the previous ones.
- Moved all code relating to skills to use the new linked-lists.
- Removed all old code relating to other lists.
- Improved linked lists to get nodes more efficiently in the second half of the list.
- Refactored the server to rely on the linked-list version of area lists.
- Removed all old code pertaining to Area/Path lists.
- Removed a no-longer useful test for corestat-from string performance.y
- Implemented first pass of linked-list.c.
TODO:
- Polish linked-list.c 'till you can see a reflection in it.
- Refactor existing codebase to use linked-list.c.y
- Implemented skillCheck.
- Allowed for the in-game testing of skillCheck via /try.
- Slightly reorganized the Makefile.
- Tweaked the logoString to display correctly.
- Edited the client and server to generate gprof data when in debug builds.
- Added text wrapping in client.
- Implemented functions for managing skill data.
- Rewrote some existing functionality to allow for variable length game messages over multiple userMessages.
- Reorganized the code yet again.
- Introduced enums for coreStats and outcomes.
- Implemented core stat checks.
- Added more example skills.
- Rewrote test areas to have longer descriptions.