Networking
Here you will find some insights on how the internals of Seahorse work and hopefully when you are done reading this you will understand how the networking features were brought to life.
An master-slave mechanism
graph TD
M{Master};
M <--> C[GUIClient];
M <--> F[StateRecorder];
M <--> D(Player #1);
M <--> E(Player #2);
M <--> G[SocketIO client];
Proxies
In-house handshake
sequenceDiagram
autonumber
Client->>Server: Connexion request
Server->>Client: Connexion accepted
Client->>Server: Identifier : "Bob"
loop wait for states
Client->>Client: sleep
Server->>Client: State (+ action request)
Client-->>Server: (Action)
end
Server->>Client: Terminate connexion