Releases: HeatXD/GekkoNet
Releases · HeatXD/GekkoNet
v20260316133147-7f1f19e
Fix spectators not receiving GekkoPlayerDisconnected events Decouple disconnect detection from the !locals.empty() guard in SendPendingOutput. Spectator sessions have no locals, so the host in remotes was never checked for timeout. Disconnect checks now run whenever there are connected peers, regardless of local player count.
v20260224163038-7be848c
example updates
v20260224144247-7f51e61
refactor frame advantage calculations
v20260220015827-e1a5dc3
Make the spectator behaviour mimic a latch. the latch opens when fill…
v20260217000837-ad4b516
i forgot the nested structs, my bad.
v20260216231753-e7456de
Fix C name clashes (#44) * Fix C name clashes by adding prefixes to various enums and structs.
v20260213120409-6dbce37
Improve netstats (#43) * relieved backpressure * improve netstats
v20260208120351-4810019
New GekkoNet update with slight api changes, added stress session for checking state desyncs locally, Improved spectator mode allowing bigger spectator delays.
v20251205001100-92657cf
implement input send cache. to cooldown the hot path in addpendinginput
v20251201014944-f61d7fa
Backend rework (#34) * start redoing examples in sdl3 * bit further. planing to create a 4 player pong example * good for now. * ex game * Sliders ex game * Consistency with gekko_create * redo disconnection logic. only fully drop when the remote is genuinely quiet. * progress. have to make a new func to fetch received remote inputs to the frontend tho. cuz now its stalling. * cleanup old-back to front bridge. * dont forget to jump by input size. * back to front api * CULPRIT FOUND * this should take care of the mem leak. * allow input bufffers to store multiple incorrectly marked frames and also clear them when solved * ok the main cause seem to be a missed case in the input prediction logic. added this case now. the case was that when i had already predicted the input before i was trying to predict beyond my limit rather then using the input that was already generated. * cleanup * fixed incorrect received input parsing * should be spectators covered. * spectators send inputs in parralel nor series * ball respawn and bounce based on paddle section * update game * remove asserts in critical code otherwise they will get optimized out and cause desyncs * cleanup * preety much finish the example. there no win conditions or scores tho. * Limited saving is not needed when lockstep mode is active * remove hud from emaple game * cleanup * Spectator example added. * Create init.txt * Add files via upload * Add files via upload * Update project descriptions and logo attribution