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Remove mentions to SDL_net
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Kolfering committed Dec 8, 2024
1 parent 8a6072d commit 5626128
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4 changes: 0 additions & 4 deletions Source_Files/Network/SSLP_API.h
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* Someone smart has surely done this better somewhere and has probably proven various characteristics,
* but I decided to hack out my own anyway. Tough.
*
* The current implementation (and a small amount of the interface) relies on the SDL_net cross-platform
* IP networking library. The current implementation (and no part of the interface) relies on my own
* "SDL_netx" UDP broadcast companion to SDL_net, as well as some other features of SDL.
*
* for the Aleph One project, to do NBP-ish player location on non-AppleTalk networks. The current
* implementation is a (significant) simplification of what this could or perhaps ought to be, but
* it's sufficient for Aleph One's needs, which is all that matters right now. Besides, like I said,
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4 changes: 0 additions & 4 deletions Source_Files/Network/SSLP_Protocol.h
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* Someone smart has surely done this better somewhere and has probably proven various characteristics,
* but I decided to hack out my own anyway. Tough.
*
* The current implementation (and a small amount of the interface) relies on the SDL_net cross-platform
* IP networking library. The current implementation (and no part of the interface) relies on my own
* "SDL_netx" UDP broadcast companion to SDL_net, as well as some other features of SDL.
*
* for the Aleph One project, to do NBP-ish player location on non-AppleTalk networks. The current
* implementation is a (significant) simplification of what this could or perhaps ought to be, but
* it's sufficient for Aleph One's needs, which is all that matters right now. Besides, like I said,
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1 change: 0 additions & 1 deletion Source_Files/Network/SSLP_limited.cpp
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* This version does things the easy way, which should support current Aleph One needs, but which means
* there are several limitations.
* This version is built on top of SDL_net and my so-called "SDL_netx", broadcast extensions to SDL_net.
* This version is designed to receive processing time from the application's main thread by the
* main thread calling SSLP_Pump(). This way, there are no threading issues to worry about. Of
* course, proper operation depends on receiving the processor from time to time while a lookup or
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1 change: 0 additions & 1 deletion Source_Files/Network/network_star_hub.cpp
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#include "network_star.h"

//#include "sdl_network.h"
#include "TickBasedCircularQueue.h"
#include "network_private.h"
#include "mytm.h"
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