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| author | user <user@clank> | 2026-07-17 15:12:11 +0200 |
|---|---|---|
| committer | user <user@clank> | 2026-07-17 15:12:11 +0200 |
| commit | f68fc872755189bc287a5f7ca838dbd9f45c8353 (patch) | |
| tree | 4911c8836326d2c8c8431f4bd528a61a5c839f28 /c/ping.c | |
| parent | tools: gbhub --daemon + gbjoin - interactive multi-Game-Boy networking (diff) | |
| download | gbos-f68fc872755189bc287a5f7ca838dbd9f45c8353.tar.gz gbos-f68fc872755189bc287a5f7ca838dbd9f45c8353.tar.xz gbos-f68fc872755189bc287a5f7ca838dbd9f45c8353.zip | |
net: pump the network from the console wait (answer pings at the prompt)
A Game Boy sitting at the shell prompt now services the network instead of
being deaf until you run netd: KGetc (the console input wait) pumps net_pump
each poll, so inbound pings are auto-answered while idle. net_pump gained an
in-frame model and routes any non-framed link bytes to a small console-input
ring (con_push/con_pop), so a headless-injected command still reaches the shell
while SLIP frames go to the stack. Removes the old SLIP-skip-in-KGetc hack.
Verified: two Game Boys on the hub, GB0 idle at the prompt (no netd), GB1
`ping 10.0.0.2` -> 4/4 replies, routed GB1->hub->GB0->hub->GB1.
(Separate, pre-existing: gbhub *spawn* mode and windowed gbjoin can drop an idle
link socket - under investigation; daemon mode + headless is solid.)
Diffstat (limited to '')
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