Comments (1)
we have a rudimentary login system going, it's working pretty well ( I think. There's so much stuff to test with this thing that sometimes I'm not sure if anything really works)
Fundamentally and rudimentarilly this is done. We can open future issues to expand on the functionality of the current login system
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Related Issues (20)
- If only one client is connected, have that client in a wait loop before initiating it's thread HOT 2
- keep track of clients connected, init a game every time two clients connect (on an even number) HOT 1
- Make the two parts of gameLoop into Functions HOT 1
- Decide on code standards HOT 5
- Now the first move just segfaults... HOT 1
- Moves are delayed. Like if I send 5 5 it doesn't show up on either board for a few turns. HOT 2
- The new board should be immediately printed after a move is made. HOT 1
- Database - query based on username HOT 2
- Inform Client if the other client disconnected HOT 2
- Incorporate Database with Server HOT 1
- parseQuery method in Client HOT 1
- Create a truly dynamic server HOT 2
- Handles Signals, in a way which doesn't screw everything up
- Ads information about Gomoku Game in Client
- prompt_endgame fails on line 135 - Screen has no attribute 'halt '
- Client receives string of length 0 instead of a pid.
- Login sometimes fails, returning a new PID rather than retrieving the old.
- UnicodeDecodeError: 'utf-8' codec can't decode byte 0x92 in position 6: invalid start byte
- Sometimes the curses client doesn't catch a username.
- The chat system assigns usernames to chat messages without making sure they are the correct username.
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