Coming up next: - implement libq3 parser in lib{q2,h2} for player info etc. - maybe rework the socket/interface binding code - docs/PROTOCOLS: add stef1 packets - H2 test suite - heartbeat/query/servers - ping/ack - heartbeat/query/servers/shutdown - Q3 test suite - heartbeat/getservers/getserversResponse/2xheartbeat - QW test suite - k/l - a/c/d - a/c/d/C - D3 test suite - fix byte-order in heartbeat-getServers - EF test suite - ET test suite - RW test suite - more detailed packet description in docs/PROTOCOLS (e.g. when are the packets sent?, what is their purpose?) - maybe create 1 id software plugin which supports q3, ef, rw, et, ... to resolve the port collision problem Near future: - implement some anti spamming/DoS or throttling system to prevent DoS attacks - implement stub functions for protocols other than udp - Damn UT is using TCP for communication with master server. Allow plugins to use protocols other than UDP for communication. - process packets in parallel - add more qw/q2/q3 based games - docs/PROTOCOLS: check which options the stef1 master honors in getservers - "The Sega.Net master server address is: "master.id-q3a.games.sega.net: 27950" - check out the "populated=1" string gamespy3d sends to q2 master More or less far future: - Support for other games: check tasks at http://sf.net/projects/lasange-system - Stats - admin commands/interface via network - ability to load/unload plugins on-the-fly - libq3: implement authorization code - libq3: implement player statistics(?) - include a database interface in masterserver (the one from devil) - Check RakNet Master source code Last modified: 2005-05-28 by Andre' Schulz