Updated TODO

master
Aadhavan Srinivasan 10 months ago
parent 94e08f3863
commit aea8f3dfd2

@ -1,13 +1,10 @@
1. Sign Windows executable, to remove 'Unknown Publisher' warnings.
2. Figure out how to build statically-linked Mac binary, and create a build script for packaging it.
3. Clean up / refactor the raygui code in main.cpp, that asks user for game mode. Instead of just having a giant blob of code in main.cpp, maybe split it into a function, or move it to another file. It should be easy to split it into a different function, since none of the functions take any specific parameters. The text box function, for example, only takes in the rectangle coordinates, and the text to display. I can move the code to a function, and then pass in any parameters that I need to pass in (I don't think I need to pass many parameters, though).
4. Use the struct to establish a connection, and to start each round (instead of sending strings).
5. Add 'install' target to Meson, to allow the user to install the game. This should also copy the .so files to the right locations.
6. Allow the user to specify which paddle they want to control, in multi-player mode.
7. Add IPv6 support for the server and client sockets (and everything that goes along with it, such as error handling for IP addresses).
8. Communicate the paddle reset position to the peer, after a round.
9. Test with valgrind.
10. Use check_client() and check_server() for CLI invocation as well, and pass a flag that indicataes whether the parameters were entered through GUI or CLI (also probably create a function to handle printing vs. GUI display).
11. Try to make the ball go between screens.
TODO - Try to use sockaddr_storage instead of sockaddr for everything, since sockaddr is not big enough for IPv6.
2. Add 'install' target to Meson, to allow the user to install the game. This should also copy the .so files to the right locations.
3. Use free() to free allocated memory.
4. Use check_client() and check_server() for CLI invocation as well, and pass a flag that indicataes whether the parameters were entered through GUI or CLI (also probably create a function to handle printing vs. GUI display).
5. Use the struct to establish a connection, and to start each round (instead of sending strings).
6. Figure out how to build statically-linked Mac binary, and create a build script for packaging it.
7. Communicate the paddle reset position to the peer, after a round.
8. Clean up / refactor the raygui code in main.cpp, that asks user for game mode. Instead of just having a giant blob of code in main.cpp, maybe split it into a function, or move it to another file. It should be easy to split it into a different function, since none of the functions take any specific parameters. The text box function, for example, only takes in the rectangle coordinates, and the text to display. I can move the code to a function, and then pass in any parameters that I need to pass in (I don't think I need to pass many parameters, though).
9. Allow the user to specify which paddle they want to control, in multi-player mode.
10. Try to make the ball go between screens.

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