Hi,

a network layer in CEL is clearly of great interest.

But I see one main problem to your current proposition: it does not seem
to care at all about the current network layer of CEL (see
CEL/include/physicallayer/network.h). However, if I remember correctly,
the guy who wrote it spent almost a year thinking about this API and
asking questions on the CEL forum before commiting it.

The current implementation of the network plugin is TCP-based, but the API
abstracts the actual implementation of the plugin, so this can be replaced
later by a UDP or Peer-to-Peer implementation. The API is rather good so
there is no real point to start a complete new one doing basically the
same thing.

What the current network plugin lacks is described in the GSOC page: "A
first need would be to define and implement a system so that the whole
networking behavior is defined through property classes, e.g. so that a
CEL game can become a networked game simply by adding some specific
entities and property classes. Another need would be to define for each
existing property classes how they update efficiently to/from the
network."

That would be the main topic of a GSOC project on it. An UDP
implementation is clearly interesting, but it would have any interest only
once the network layer is actually completely integrated in CEL.



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